The Sims 2 Free Download
The Sims 2 is a great sequel and a great
game in its own right, and it's recommendable to just about anyone. For
some, especially the devoted fans that have enjoyed the first game's
open-ended gameplay, which was all about controlling the lives of
autonomous little computer people, this is all that really needs to be
said. But considering that The Sims 2 is the sequel to what is
reportedly the most successful computer game ever (and that's not even
counting its many expansion packs), the new game almost seems like a
victim of its own success. Yes, it introduces plenty of new features
that enhance the gameplay that was so popular in the original game, but
it doesn't drastically refresh it. It also features plenty of options to
play with, but it seems like it could've used even more content. Then
again, you could simply say that EA and Maxis are making sure the game
has room to grow with future updates--and there's no denying that The
Sims 2's additions will give dedicated fans of the series plenty of
stuff to do.
In the most basic terms, The Sims 2, like The Sims
before it, lets you create one or more "sims" autonomous characters with
distinct personalities and needs. You then create a virtual household
of one or more sims (you get to decide whether they're roommates,
spouses, or parents) and move them into a house and a neighborhood that
is either prebuilt or built from scratch. Your sims interact with each
other and with their neighbors, children leave the house for school each
day, and employed adults head out for work to earn a living in one of a
number of different career paths. However, the sequel has several new
options, including an enhanced neighborhood editor that lets you import
custom cities from Maxis' own SimCity 4, if you have that game
installed. Plus, there are expanded building options that let you build a
much bigger house.
The sequel also features enhanced appearance
editing tools that let you customize your sims' clothing, hairstyle and
hair color, and also let you make many adjustments to their facial
features. Oddly, the editor doesn't let you adjust your sims' height or
their build (beyond making them "normal" or "fat"), but it, along with
the "body shop" utility, should let most players basically re-create
whatever characters they want to from their favorite TV shows or movies.
More
importantly, sims maintain their family ties (assuming you don't have
any dramatic family squabbles), so if you decide to really hunker down
and build out an extended clan, you can start with a carefully designed
family or group of families, let them get married, and let them have
children. You can then watch the children grow up and move out into
their own places. And since sims are still autonomous and go about their
lives even without supervision, you can expect to later receive visits
from doting grandparents (or mooching grandchildren, depending on whose
household you decide to control). Again, like memories, these are
features that will reveal their rewards with the extra time and effort
you choose to spend on them.
In The Sims 2, your characters actually
grow old and even die of old age (or other causes, if you're into that
kind of thing). Like with the original game, sims can and will die from
neglect and extenuating circumstances, and if you're one of those
sadistic players that enjoyed making your sims suffer, you'll still be
able to do this in the sequel. However, if you're the sort that might
really get involved in your sims' lives and history, you may look at
aging as a way to build a rich and storied life for your sims. Yes, it
can take several hours of play to age a sim from a baby to a senior
citizen; however, if you're really looking to create an entire life for
your sims, you'll find that as senior citizens your characters will not
only look older, but will also look back on a long string of memories
and possibly a large family tree filled with weddings and grandchildren
before they eventually pass away, to be mourned (or not) by their
children. It might also be worth mentioning that even though you can go
through different generations of your sims' families, the time period of
The Sims 2 never changes, so you won't see any technological or
chronological progression. That is, you won't go from horse-drawn
carriages to jalopies to modern-day sports cars--all your sims will
still be watching plasma screen TVs and playing SSX 3 on their home
computers, regardless of how many generations you've gone through.
Then
again, you may also look at aging as a challenge, because The Sims 2's
most significant gameplay addition, the aspiration/fear system, can
actually help your sims stave off old age. The new system gives your
sims one of five aspirations from which to choose (in addition to their
personalities, memories, and personal relationships), including building
a family, earning money, seeking knowledge, experiencing romance, or
being popular. These aspirations boil down to four simpler goals that
are clearly displayed onscreen, as well as three basic "fears." Each sim
has an "aspiration meter" that fills up whenever you complete a goal
and empties out whenever your sims' worst fears are realized. These
goals can be as immediate as throwing a party where everyone enjoys
themselves, or as long term as eventually winning another sim over as a
best friend or spouse. These fears can be comparably straightforward or
long term, such as being rejected from trying to make a romantic advance
or getting fired from work.
Taken together, the aspiration system
and career system provide some much directed, goal-oriented gameplay,
surprisingly reminiscent of a challenging role-playing game, of all
things. These new features not only add variety to The Sims 2, but also
address a common criticism about the first game: how it didn't present
any clear goals or objectives beyond dutifully ordering your sims to
relieve themselves every time their "bladder" needs got out of hand. But
using this new system to successfully create a household of fulfilled
sims can be very tough since you must also balance their relationships,
their jobs, their income, and their moods at the same time.
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