They will need to raise certain skills, which will not only get your Sim to start climbing up the career ladder, but will also make your Sims faster and better at everything they do in their day-to-day life. They will also need to build relationships with their neighbors as interpersonal skills.
Sims will start out their job with a low pay, a simple outfit, and a cheap cab as transportation, but as relationships and skills build, they will improve their levels and eventually, everything will be first class. When a Sim reaches a certain level of friendship with another Sim, as in all games, it unlocks a series of romantic actions, which are not limited by gender. Sims can get married, cheat on other Sims this happens when one lover catches the other lover attempting a romantic action on another Sim; they will usually sigh, argue with your Sim, move out, and your relationship will be dragged down to either 0 or , attack each other, break up, date this is just shown by getting lots of calls and kissing whenever they meet up , move in with other Sims, ask other Sims to move in with them, and once they are married, they will be able to go to the bathroom, shower, and take baths with no problem even when the other Sim is in the room, and they will be able to sleep in the same bed without one of the Sims getting up and lowering the relationship.
They can also lower their relationship with another Sim to the enemy status, in which instead of romantic, mean actions appear, including things like push, shove, poke, and attack.
Sims cannot, however, WooHoo or have a baby. The level classifications of Sim relationships from lowest to highest are arch nemesis, enemy, acquaintance, friend, and best friend.
For pets, the highest level with Sims is "master" in the case of dogs, or "mine" in the case of cats. Sims can also be just as creative with different foods in this game as with any other Sims game. They can choose from various different ingredients from lots of different categories the foods available depend on the quality of the fridge , and they can even harvest their own foods like fruits and vegetables from home-grown plants and bushes and fish from aquariums.
Sims can make freestyle food or follow recipes, each with its own effect on your Sim, not just in bladder, hunger, and energy, but emotionally, too. Sims can then create various different meals with their stoves, energy drinks with their blender, and even homemade pet food with their food processor. Sims may also make group meals if they have enough of everything, get a snack in the form of a crisp packet, or simply get a basic pre-made generic meal.
If they are lucky, whilst searching the couch, Sims may also find an old half sub sandwich. It may be disgusting, but Sims will eat it, and it will cure the hunger motive after a while.
Sims may also find money hidden in the couch occasionally. One feature of this game and The Sims 2 console is the mysterious Zombie Monkey Paw , which can be found when searching a couch. When found, it will fulfill a random motive of that Sim. As would be expected, it is usually found in the more expensive couches, while it's more likely to find an old sandwich in the cheaper ones.
The main pets available in this game are of course, dogs and cats, which are highly customizable, but Sims can also buy The Piggle Puffs a cross between a guinea pig and a hamster, in a cage , which they can feed, play with, and clean, but Piggle Puffs may escape from their cage. The player may also own a goldfish that they can get at the Pet Emporium in the Town Square which you have to feed and clean, along with the various aquariums.
Pets can be adopted at the Pet Purveyors , although they can't be customized if obtained this way. The only keys to expanding families are pet adoption via the Pet Purveyors in the Town Square in which pets can also be sold , marrying another Sim and asking them to move in. If a Sim asks another Sim to marry them or to move in, they will move in on their own and may take pets they had a high relationship with them, but if the rest of that Sim's family only consisted of pets, which cannot live on their own, they will take all of them, and decline the invitation or marriage proposal if there is not enough room in the family they're moving to.
Also, on rare occasions, completely stray pets or pets that have run away from their homes may visit, in which case the player will be able to check the microchip, and if the pet doesn't have one, the stray can be taken in.
If the player would like to decrease the number of occupants in their house, there are a few ways. Oh, of note… in our review for Open for Business, we mentioned that Servo had this really bad habit of serving up food randomly.
That seems to have been patched, or his programming altered, or whatever you want to call it… the point is, he behaves much better, and has less free will of his own. It's subtle, but if you have a Servo already, he'll be in the way far less.
Back to the pets… the cats and dogs are very fleshed out in this expansion, unlike they were in the old Unleashed expansion. Pets' appearances are not limited to a few select breeds. In fact, you can easily create your own breeds by using the coloring "layers," a concept that should be familiar to anyone who's ever used Photoshop. For example, you could start with a cat with a white coat.
Top it off with black paws in the front, green paws in the back, one green eye, one yellow eye, a silver tail, and random spots of red and pink. In addition to making one ugly beast, you can save it to be bought and copied many times over. That doesn't even include all the head shapes, snout shapes, ear sizes, tail fluffiness, and more that you can alter to customize your breed.
When you have something you really like, you can export it as a file and share it all over the Internet. When two pets mate, like human Sims, their DNA will mix and match, and may wind up with new breeds that aren't actually terrible to look at. You can "register" the new breed with the SimCity Animal Agency, and you'll be able to buy those too at will.
It's all very cool, streamlined, and overall just much better handled than it was back in Unleashed. Speaking of DNA, pets have their own personalities and ratings, although those are a simplified version of their human counterparts. Pets can be trained not just in commands, but also in behaviors, to the point where you can train them to pee all over your living room floor and then roll around in it.
Nasty, yes… but extremely amusing. Like Unleashed before it, Sims 2: Pets includes a few pets that pretty much have no function other than to look cute and up the environment scores. I call these "Low-Maintenance Pets," the hamsters and birds of the group, as opposed to the "High Maintenance" dogs and cats. Hey, you get what you pay for: the birds are cheap and help Environment ratings, but otherwise they just eat up your time as you feed them every day. Meanwhile, a couple of things were added to the humans' lives as well.
Most importantly is the presence of a werewolf, who can in turn make your Sims suffer from lycanthropy. Unlike vampires from The Sims 2: Nightlife, being a werewolf doesn't quite have the same game-changing impact. I suppose it's nice to see yet another goofy addition to the world, but it feels a little tacked on.
Also included with the expansion pack are various tools that allegedly make your game easier to deal with. They run the gamut from worthless to unnecessary, such as the sledgehammer in Build and Buy modes, which does nothing but essentially sell whatever object or wall you click on.
This saves you about two clicks of a mouse, not exactly something that makes life simpler. Pretty much the only tool that was added with any value is the diagonal roof tool, allowing you to finally make roofs for your cut-cornered rooms without having to resort to either flat roofs or slightly off roofs.
It sounds small, but there are plenty of gamers out there who get more into the building aspect of the game than the living part, so it's pretty useful for budding architects.
Outside of that, you can add pictures to your Sims directory and have your own Sims paint them within the game. This way you can have a Sim paint the logo of your favorite sports team, for example, to hang in the bedroom. Small detail, but pretty neat. All is not peaches and gravy here in Pets, however.
Yes it's an uber-casual game, and the hardcore won't want to spend more than 10 minutes looking at the borderline childish content that's eerily complex, oddly enough , but it's a solid title nonetheless, and one that Sims fans should look out for.
The Sims 2: Pets doesn't promise new content or "revolutionary" controls - in fact, we've seen little to no marketing at all from EA on this one - but it does deliver solid IR incorporation into a surprisingly addictive title.
The Sims 2: Pets acts like any other Sims game before it; just with pets this time around. Players enter a fictional city, build houses on various sections of the map, and create Sims to occupy the bungalows. The Sims then interact with each other, get jobs, have a social life, and either flourish or flounder based on your skills as a city management guru.
Put the uptight battleaxe of a lady-friend with the chill-lax, nerd-like, gamer-type dude, and you've got trouble. All the while the Sim characters will play out real-world situations like an interactive reality TV show, and you'll have a front-row ticket all the while.
Along with the main Sims characters, players now have the ability to create pets to accompany them. Go with either a cat, dog, or hamster, and your Sim will start taking care of the critter, and even enter them in competitions or take them to the park to interact with other animal owners; saucy.
It's a very minimal addition to the formula, but when you consider that The Sims 2: Pets is the first Wii Sims game, and that the core system is entirely in tact just with animal additions to it , it's still a sound choice.
IR is used entirely throughout, making navigation and general gameplay all the more easy. Actually placing items in the creation tool is still done with the analog stick, which we first thought odd, but after creating property for hours on end we quickly realize why you wouldn't want to constantly be steadying your wrist for that long.
The game has a strong mix of IR, rumble, and traditional control. Onscreen buttons click with rumble as you move between selections, and menu icons can be manipulated either with the analog stick, d-pad, or directional motion of the Wii remote: Lots of options.
As far as the actual gameplay is concerned, The Sims aims for casual gamers, but doesn't exactly make things simple on them. The game is so deep in its design that you'll need to use every button, read through tutorial sections from time to time, and really take your time to learn the game.
This isn't as user-friendly as the future-released My Sims seems to be, and it's definitely one that'd be better for family play, as younger players may get overwhelmed quite quickly. There are also a few general issues with loading, as different furniture menus or clothing items take about two seconds to load between switching, allowing even enough time for an on-screen clock to pop up.
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