The Sims 3 Review
Lifestyles of the wretched and infragrant.
Version tested: PC
No, no - I can't go out tonight. I have to finish writing this article. Even though I'm too tired and bored, and keep getting distracted by playing videogames. Yes, I know it's sad. I won't be doing this kind of thing forever though - honestly, I'm working on that novel. It's just taking so long, and there always seems to be something better to do with my time.
I can't think of any game I've ever played that's made me feel worse about myself than The Sims 3. Its inevitable but expert extension of goals, activities, employment and personality traits over the first two games means sims are no longer vague simulacrums of people you know - they now behave like people you know too. I made me, as every good little egomaniac does in a Sims game - and he ended up behaving like me, living the life I lead. The game's jumped from the abstract wish-fulfilment dollhouse of the past into a strange, sprawling thing of character-simulation/assassination, the out-and-out fantastical (sim-me eventually escalated from jaded hack to best-selling author, before expiring and then haunting his old house), and community-created content.
For all the changes, it's definitely The Sims. You'd never mistake it for anything else - the way the characters move, talk, wet themselves, their crazed pinging between joy and despair... You'll spend your time trying to increase their skills, their income and their relationships - tiny numbers slowly growing. This is no break with tradition, and yet some of the tiniest changes prove the most profound. Crucially, adjustment of the various happiness factors means your sims aren't trapped in quite so rapid a plunge towards misery and discomfort. They now have the time to make much more of the day than working, eating, sleeping and ablution. And even if cooking pancakes does still mysteriously take an hour, at least you can grab a taxi to work and turn up late.

Four hotdogs does not a successful party make.
Which brings up the major change to the game - that it's now set in an open world, rather than every location being an isolated cell you teleport between. Wherever you go, you'll find other sims bimbling along, ready for a chat, scrap or impromptu game of chess. It's all a little too neat to feel truly like a living world - those sims remain very much simulations - but it allows for so much more anecdote-fuelling randomness. I also found it a useful way to indulge more sociopathic tendencies - a grumpy itch could be scratched by harassing some poor pensioner in the park, rather than upsetting an existing sim-relationship.
Of course, depending on how high you've set the autonomy option (on a scale of stand-around-usefully to repeatedly-order-pizza-even-though-the-fridge-is-fully-stocked), your sims might fall out anyway. Personality traits rather than arbitrary likes/dislikes define their behaviour - so a sim with the Mean-Spirited trait will be prone to insulting people for no reason, or writing poisonous invective on the internet to pass the time. Interestingly, picking a slew of negative traits doesn't trap a sim in the emotional cul-de-sac you might expect. It's always possible to charm another sim, or keep a lid on their public freak-outs - this is a forgiving game, the many options for mischief or cruelty there as optional entertainment rather than crippling handicaps. They're also there to better parody your friends and loved-ones, of course - tag a chum as insane or a kleptomaniac, wind 'em up and watch 'em go.
It is an incredibly hard game to become bored by. There's always some new torture to inflict, some new place to visit, someone new to pester or romance. And yet, it is still very much The Sims, only now heaving with extra optional toys. For all the improvements - primarily the relaxation of the pressures upon your sims, so you don't have to plan every day around bathroom breaks anymore - it isn't going to convince anyone with a dislike of the previous games to relax their contempt. Even those that have embraced the series will find a few aspects unsatisfying, like all these places you can send your sims to, yet for the most part their actions there are hidden.
Workplaces, cinemas, sports stadiums, even spooky crypts are visible as buildings in the town, but their interiors aren't shown - the joy of seeing your carefully-designed sim dropped into a new situation is denied in favour of watching a floating bar gradually fill as they perform their invisible tasks. Possibly it's a necessary sacrifice in making a world without loading screens, or possibly these are gaps to be filled in by the inevitable slew of expansion packs - but certainly, it's a shame that so many conceptually fun locations prove so meatless.
It's also perhaps a shame that the roster of content in the game - clothes, items, wallpapers - is relatively thin. EA has elected to push community-built content front and centre, a pre-game launcher app offering a raft of player-made goodies to download. Despite knee-jerk grumbles that there are only three types of hi-fi to choose from, realistically this is a good thing. It'll quickly make the game far more visually diverse than it could be just with hired EA monkeys constantly churning out new curtains and tables. It's borrowed a big old page from Spore's book, leveraging the community to push the game far beyond its out-of-the-box limits.

This is my life. THIS IS MY LIFE.
Clearly, that stuff isn't available in our review code, however, resulting in a game that perhaps looks a little more austere than (hopefully) it ultimately will. What is in our code is the Style tool, with which you can dramatically alter item colours, then save them as a new object you can yourself upload to the shared servers. It may not sound especially profound, but it's incredibly straightforward.
It's the raft of minor additions like that which mean, despite a few pulled punches, that The Sims 3 is a broad and ridiculously charming game that manages to significantly expand upon its critical formula without ever becoming overwhelming. It's that much closer to what a Sims player has always wanted from The Sims: to create themselves, and their friends, and then set them loose upon the world. It's both more of a role-playing game than it's ever been before, and more of a design game than it's ever been before. It may suffer a few glaring compromises, but it's an essential play for anyone with an interest in what videogames can achieve outside of a targeting reticule.
8 / 10
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Comments (22) 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Your parents must be so proud.
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@Waldo: Why yes, as a matter of fact they are.
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What about some details though? I want to know about how the custom content stuff works. I want to know if it has SecuROM. I want to know if the Create a Style really is as restrictive as it sounds (i.e. no texture imports) and so on. My big fear is that EA are trying to control custom content to the extent of making the PC versions almost as un-modable as the console versions and then using the EA Store to sell all the "custom" content to us.
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Actually so does the guy. If that's a guy.
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i give this review a 6/10
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That game is all about user created content, so could this be the first Sims game I enjoy?
well, I'm definitely buying it, so I'll soon find out.
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Penis monsters was one thing, now it's a can of worms waiting to happen.
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I asked EA reps about this and was initially told it WOULD use SecuROM and - when I queried the comments on The Sims 2's site that mentioned NOT using it, they pointed me toward Rod Humble's statements about not using "intrusive DRM." However, as has been pointed out, he didnt' say it wouldn't use SecuROM, so until I hear different, I'm not taking the risk.
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I don't think it's even as risque as that. It's simply that you're going to be limited to designing clothing based on existing meshes and having no alpha edit options makes that even more restrictivev. Aside from the obvious "here's a completely see-through t-shirt" options, it means players can't, for example, do mesh patterns, lace effects, neck-line modifications, make finger-less/backless gloves, (or add gloves to "barehand" outfits), add rips to jeans and so on.
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So true!
This is the reason I always stop playing the Sims. I sit there thinking "THIS IS JUST LIKE MY REAL LIFE. WHY AM I NOT OUT DOING THIS IN REAL LIFE!?!"
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lol so true - that and the fact that I always kept asking myself, why did I spend the whole evening playing this and not really achieving anything of significance? This empty Sims / Sim City feeling....
EDIT: Just pre-ordered anyways - D'OH!
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The Sims 2 take minutes to load using the DVD in the drive, but takes seconds using a no-disc crack.
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Not that I care, but I think ppl might be interested
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It's safer to be a maniac in a computer game than in RL.
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