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The Sims (PC)
Developed by Maxis
Published by Electronic Arts
In Our Humble Opinion
by Hartley & Pattie Lesser

The Sims artwork Here’s a rather unique game offering — you don’t win when engaging The Sims, you cope, survive, expand your environment, and become part of a thriving community. Will Wright’s creative genius has, once again, created a successful "life" experience which takes you down from the city level you’ve experienced in SimCity 3000 to an actual neighborhood where you help The Sims become productive, fruitful (in more ways the one) and happy campers.

This is far from a perfect world, though . . . you must determine how best to stock your first home — what items should you purchase to increase your Sims happiness, what items are absolutely necessary to support life and health, which elements help you grow? Even the small details, such as ensuring you have a cabinet placed between the refrigerator and your stove, a table near the front door so you can deposit items on it such as newspapers without long walks elsewhere, and so on are all required for what you might consider your success.

In order to acquire goodies for your home, someone has to work! Or, if you are starting a family, both partners should work at the same job. This happens to provide like work–hours and makes for a much easier "work at home" arrangement. Meals can be prepared at the same time for both (or more), bed time becomes a constant, and the routine of work becomes far easier to manage. However, within this world, the workday is seven days a week, unless you decide to skip the job every other day or so. If your Sims don’t take some time off, they become frustrated, even angry, and much of their lives is spent in misery rather than happiness.

One of the major components of The Sims is your social interaction with others. You will definitely need to have your Sims get out and meet the neighbors as well as have the neighbors come to your home to be dined, wined and hugged every now and then. Your social growth is a huge happiness factor within this game, and you’ll find that carousing about the neighborhood can truly grow your Sims quickly. In fact, there may be times when you think one of the partners is spending far too much time encouring pleasing smiles and conversation with the folk in the neighborhood! Remember, you can control your Sims to the nth degree — or you can allow them to interact as they see fit, based on the game’s AI.

Sounds unique, this title, doesn’t it? The Sims is definitely unique, but our final thoughts are that these folk are rather two dimensional. The world does not sustain itself if you are not within that particular area — life does NOT go on without you. Secondly, the capitalistic ideals seem to hold a great deal of influence — money plays a huge role in your Sims’ happiness. And thirdly, there is no spiritual or belief base for these folk. There is no communion that helps to lift spirits, no true dedication to a partnership. Yes, after a friendship has truly been developed between members of opposing sexes, elongated kissing can result in a wee–one to care for — but this can happen in any number of homes, with "sleep overs" becoming rather commonplace if you decide such should occur. One of your partners can then always truck on out of his or her home and head over to a friendly neighbor’s home to "play house." The partner left at the original home seems not to care or worry that such has occurred!

Granted, a gamer’s own morality and ethics base determines exactly what can occur within The Sims, but temptation to see what can happen is something entertainments allow folk to explore — even young folk. We believe the care–free attitude and rather morale–less environment for this title sends the wrong message to younger players — yep, even teens (the game packs an ESRB of T). Adults might even wish to see what could happen as they vicariously give their alter–egos full reign within The Sims, although a lack of relationship standards probably won’t have the impact upon older players as such might on younger gamers. Parents should definitely work with this title before simply releasing it to their younger citizens to ensure they are aware of the social rammifications possible within this offering.

Will has allowed gamers the ability to freely explore this world, and as this is the first iteration of such individual Sims control, he has definitely succeeded. There is no other game like The Sims — and the title is definitely a have–to–possess title for mature players. We feel the issues presented within The Sims will be the basis of everything from usenet discussions to professional papers by sociologists. Is there really any true answer as to what The Sims really is and what the title accomplishes? We don’t believe so — if you take The Sims as a game, as an element for entertainment, the game works extraodinarily well. For a look into a truly Godless society, The Sims is certainly worth a look! However, if you’re expecting the management control you so thoroughly enjoyed in all of the previous SimCity titles, the excitement of building and engaging in trade, The Sims offers something totally different. Here, you’re building lives, not buildings, but the social aspects can be somewhat disturbing, depending upon your own belief sets.

Overall Game Rating: B

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