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The Sims 3 is a 2009 strategic life simulation computer game developed by The Sims Studio and published by Electronic Arts. It is the sequel to the best-selling computer game, The Sims 2. It was first released on June 2, 2009 simultaneously for OS X and Windows – both versions on the same disc. The Sims 3 was released to game consoles and smartphones on October 26, 2010, for PlayStation 3, Wii, Xbox 360, Android, iOS and Nintendo DS. The Windows Phone version was made available on the Windows Phone Store on the October 15, 2010 for $6.99. There is also a Nintendo 3DS version, released on March 27, 2011, as one of its launch titles.It has also been released for mobile phone platforms, and a simpler version for mobiles with Java.
The Sims 3 was an instant success, selling 1.4 million copies in its first week.Critics issued mostly positive reviews. The Sims 3 gained an 86/100 score from aggregator Metacritic.The game has sold over ten million copies worldwide since its 2009 release, making it one of the best-selling computer games of all time.
The Sims 3 is built upon the same concept as its predecessors. Players control their own Sims' activities and relationships in a manner similar to real life. The gameplay is open-ended and indefinite. Sim houses and neighborhoods are placed on one continuous map. The developers stated that "What you do outside your home now matters as much as what you do within." One of the biggest changes to the franchise is the use of "rabbit-holes". Players aren't allowed to go inside the majority of city buildings; instead, the Sim will disappear inside for a certain amount of time—a feature known in video games as a "rabbit-hole"—while the player is given several choices on what happens inside using a text-based notification.
The Sims 2 used a reward system called Wants and Fears. This is replaced with a new system called Wishes in The Sims 3. Fulfilling a Sim's wish contributes to the Sim's Lifetime Happiness score and mood. Some wishes, such as "Go to the Park", may add little points to their lifetime happiness while "wish for happiness" may add thousands of points. In The Sims 2, Wants and Fears also contributed to a Sim's "Aspiration" meter, roughly analogous to current self-esteem. In The Sims 3, Aspiration is removed entirely, replaced with "Moodlets", which contribute positive, negative, or neutral values to the original Motivation meter. Moodlets can be inspired by physical events, such as having a good meal or comfort from sitting in a good chair, as well as emotional events like a first kiss or a break-up.
Most moodlets last for a set duration, but some negative Moodlets can be cured and some positive ones rely on the Sim's surroundings and traits.
The game includes an optional feature called "Story Progression," which allows all Sims in the neighborhood to autonomously continue as if the player were controlling them, such as get married, get jobs and promotions, have children, move into their dream house or move out of the neighbourhood while the player isn't playing. Sims live for a set duration of time (adjustable by the player) and advance through several stages (baby, toddler, child, teen, young adult, adult, and elder). Sims can die of old age or they can die prematurely from causes such as fire, starvation, drowning, electrocution, (as of the World Adventures expansion pack) Mummy's curse, (as of the Ambitions expansion pack) a meteor, and (as of the Late Night expansion pack) by thirst (vampires only). One of the major new additions to gameplay is Opportunities, tasks that Sims can complete to earn rewards. These challenges occur randomly based on aspects of each Sim's lifestyle, such as relationships, skills and job. Career opportunities such as working overtime or completing special tasks can yield a pay raise, cash bonus, or relationship boost. Skill opportunities are requests by neighbors or community members for Sims to solve problems using their acquired skills for cash or relationship rewards. If the opportunity is connected to a Sim's school, the reward may be increased school performance.
The basics remain the same from the PC and console versions of The Sims 3. You create a little digital person called a sim and customize his or her features, clothing, and traits. You also select a lifetime wish to work toward, such as becoming a rock star or leader of the free world. Sim creation has been pared down, but there are enough choices for you to make a somewhat authentic-looking version of yourself, your best friend, Oprah Winfrey, or an individual born of your imagination. The jaunty music pulled from the other versions of the game sets the stage for the cuteness to come, and its pizzicato strings and catchy melodies continue through the game. The soundtrack is a delightful comfort, brightening up the day as you guide your tiny person through everyday life. This means getting him to work on time, emptying his bladder when he needs to go, and watching TV or playing on the computer to unwind. Sleeping, reading, and shopping are all tasks you assign to your sim, and as long as he's not too unhappy, he'll perform these tasks as you queue them up.
There is some fun to be had here, as franchise fans would rightfully expect. Unplanned events are possibly the most enjoyable ones. For instance, your wannabe chef might start a fire while cooking up some mac and cheese. The stove erupts in flames, your sim goes into hysterics, and you can either try to get your sim to handle it himself or have him call the fire department. (Or, if you have a fire alarm installed, firefighters will come automatically.) If you'd rather keep things less dramatic, you can play your guitar for tips, which not only earns you simoleans, but also improves your guitar skill. And if you don't want to play Mr. Nice Guy, why not pick a fight with another sim? The resulting cartoonish scuffle is a hoot to watch and makes it tempting to make more enemies than friends.
The superficial joys provide a few hours of entertainment, but they are sadly undercut by the frustrations that soon set in--most of them a result of how the game has stripped away elements of its big brother on the PC. For example, appliances break far too often, so your shower or sink will spew water everywhere, forcing you to repair it and mop up the spills. Yet unlike in other versions of the game, you can't hire a maid and call a repairman. Thus, you waste time dealing with puddles when you'd rather head to the bookstore. (There are two different town hubs to visit in addition to your own lot.) The game may indicate that your handy sim wants to improve his repair skill within a certain time period, but you have to wait for something to break because you can't tinker with electronics as you might in other versions.
The art gallery: arena of representation.
Other annoyances come as a result of the removal of the meters that indicate your standard needs, such as hunger, fun, bladder, and so forth. The game informs you when such needs are getting crucial, but these indications often come at inconvenient times and are no substitute for having the information available at will. Your sim might get hungry when he's in bed, for example, so you might have to sacrifice sleep for food, when it would have been even better to avoid the choice entirely. This tweak, along with many others, undermines the freedom that has made the series so popular by forcing you to perform very specific actions rather than allowing you to play as you wish.
Digging further reveals other flaws. Socializing has always been an important aspect of the Sims experience, and visitors are constantly ringing your bell or luring you into conversation. Hearing your digital acquaintances chat in the series' signature Simlish language will tickle your fancy, though conversation options aren't as rich as you might like. Nonetheless, the exaggerated animations instill social interactions with classic Sims charm. Yet, you might spend countless in-game days chatting it up with your neighbors, only to discover that your relationship meters have barely moved. It's unclear if the meters' reluctance to move is a design choice or a bug, though there are certainly some obvious bugs to be found. (For example, you may not be able to repair a radio, even though you should be.) In any case, you need to put a lot of time and effort into relationships to reap the rewards. It's unfortunate that while you can develop a romance and ultimately enjoy multi-sim households, you cannot have children. There are no youngsters in The Sims 3, nor is there aging. Thus, other wonderful elements of the series, such as genetics, have also been excised.
The building and buying aspects have fortunately not been removed, though they were streamlined in sensible ways. You can't get too carried away with decking out your lot; there is no terraforming, for example. But there are still lots of goodies to buy for your place (sofas, ovens, showers, and so on), as well as ways to customize and add to your abode (wallpaper, carpet, flower beds, and what have you). The interface works well enough in all modes of play. You order your sim and place objects using the touch screen; the top screen stays focused on your sim while in live mode, and it allows you to scroll around in other modes. The touch screen is cluttered, so you may not always select the object or sim you want to interact with on the first tap. The top-down view can also make certain activities, like applying your new paint scheme, a bit of a chore. But overall, Sims enthusiasts and newcomers alike will take to the interface relatively quickly.
Sims enjoy their creature comforts.
The 3D aspect of The Sims 3 doesn't benefit the game nor does it detract from it. Aside from a few tiny touches, such as the way litter blows around when you use karma points to activate a windstorm, the visual design doesn't take advantage of this aspect of the 3DS. The game suffers from some slowdown, but overall, it retains the series' unique visual identity. It's a shame that other aspects of the series' identity have been lost in translation. Though pursuing your sim's dreams and interacting with neighbors provides some entertainment, the predominance of tedious chores and the restriction of choices make this virtual life much less exciting to live.
System Requirements
2.4 GHz P4 processor or equivalent
1.5 GB RAM
128 MB Video Card with support for Pixel Shader 2.0
Microsoft Windows Vista Service Pack 1
At least 6.1 GB of hard drive space with at least 1 GB of additional space for custom content and saved games
For computers using built-in graphics chipsets under Windows, the game requires at least:
Intel Integrated Chipset, GMA 3-Series or above
2.6 GHz Pentium D CPU, or 1.8 GHz Core 2 Duo, or equivalent
0.5 GB additional RAM
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