*****
Maxis
PC
$99.95 G
Review: Peter Eley
It's a game for control freaks, a chance to take charge of a living, breathing Days of Our Lives on the computer.
The Sims is a logical progression of Maxis' enduring SimCity series, which ran out of steam somewhat with SimCity-3000.
Unlike the previous games, where you controlled a city and had minimal contact with the actual people, The Sims gets right to the basics of humanity.
The characters need shelter, sustenance, romance - they even have to go to the toilet. In the interests of good taste, their image blurs when they do.
At first glance, the game doesn't seem overly exciting. After all, who watches soaps anyway?
But it quickly grows on you as the characters you create come to life, fall in love, and worry about their careers or money.
Like SimCity, The Sims has no real point. You don't get to win - you just play the game for the sheer fun of making decisions and watching your character react to them.
The game takes place in 3D buildings with the roofs cut off so you can see inside - just like one of those computer home-planners.
The starting point is a ready-built but basic home occupied by Bob Newbie. This acts as a tutorial, but if you grow attached to Bob you can keep him for the game's duration.
Bob's house is bare, and like most home-owners he's keen to feather his nest.
There are lots of things to buy - from tacky items like such a pink plastic flamingo for the garden to luxury items like futuristic TVs and stereos.
Of course, Bob's only just got his foot on the ladder as a trainee bungi-jumping instructor and can't afford too much just yet, so buy with care.
Anyway, his home's so small that not much fits inside.
But deeper instincts than consumerism beat in Bob's breast. He needs romance, and a suitable woman just happens to pass by.
This part of the game is really fun. After a brief introduction, the couple can hug, tickle each other, dance, or even kiss. If all goes well, they fall in love.
Everything went well in my game, and after about the third kiss a baby appeared.
This complicated the game. It seemed to cry a lot, and there were decisions to make about feeding it, changing nappies and the like.
Things soon got a bit tense and Bob's satisfaction bar dimmed.
Worse was to come. Another male appeared on the scene and Bob got jealous ... real soap-opera stuff here.
It's a fascinating concept, and raises an interesting point: how long will it be before advancing computer technology lets us play out scenarios as complex as Days of Our Lives in real video?
* Send your comments e-mail to peter eley@herald.co.nz
*All games have a star rating of one to five
The Sims
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