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About the product
- A living world of Sims in an age of adventure, drama, and romance
- Enhanced graphics, lighting, animations, and more lifelike Sims
- Create heroes, build up their skills and send them on epic quests
- Quests drive your kingdom's story - Good or evil, cruel or kind, romantic or warlike
- Build a Kingdom - Start with an empty field and build up your kingdom, deciding its ultimate ambition and working to achieve its destiny
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The Sims go back in time and get medieval! The Sims Medieval takes The Sims into the Middle Ages with all new features, new graphics and new ways to play. For the first time, players can create heroes, venture on quests, and build up a kingdom. In an ancient land of adventure, drama and romance, players will be able to get medieval like never before.
The Sims Medieval is a brand-new direction for the popular single player Simulation game franchise, as the familiar gameplay mechanics of The Sims are blended with light Role-Playing (RPG) elements in a Medieval European setting. In this new incarnation PC and Mac players must both assure the happiness of their Sims on a day-to-day level, as well as support the aims of the kingdom they build and engage in all manner of quests which Sims can take on singularly and in groups up to three. New features include: a wide range of available Sims hero types associated with buildings constructed, each with a fatal flaw to overcome; a leveling system for characters based in replayable quests; and an overall player-chosen goal for kingdoms.
The Sims Go Back in Time and Get Medieval
The Sims Medieval takes The Sims franchise into the Middle Ages with all new features, new graphics and new ways to play. For the first time, players can create heroes, venture on quests, and build up a kingdom all their own. In an ancient land of adventure, drama and romance, players will be able to get medieval like nobody could ever have imagined.
Gameplay: Kingdoms, Heroes and Quests
As with all The Sims games, The Sims Medieval is primarily a Simulation game where the player is responsible for all aspects of their sims' lives. But The Sims Medieval expands on the classic The Sims gameplay formula by affecting the focus of players and their Sims via a change of environment and game mechanics. The game adopts a "what if" scenario, placing your sims in a Medieval setting, complete with castles, monarchs, knights, peasants, intrigue between kingdoms, etc. Thus the question is: What if a The Sims game was set in a Medieval European time period? The answer to this is that although the player must still be very concerned about the day to day happiness, or unhappiness, of their Sims, there are also other concerns appropriate to the time period, or at least the game's interpretation of the time period. This equates to the three-tiered approach to gameplay centered around: kingdom, heroes and quests.
Life in the kingdoms of The Sims Medieval revolve around castles and the other buildings and facilities that are added to a kingdom. As a kingdom is established players codify the overall ambition of their kingdom. These ambitions can reflect a variety of concerns, including political, military, economic, etc. and will serve as a sort of mission statement for everything that transpires among the Sims that populate a kingdom. In the end this initial decision affects both Sim happiness and the overall fate of your kingdom. With each building that is added during the game players gain access to specific hero character types associated with them. These range from lofty roles like rulers, knights and wizards, all the way to the more humble physicians, craftsmen, etc. These different types of Sims can be customized in ways familiar to players of earlier games, including apparel and temperament, as well as the new fatal flaw customization, which must be worked out if players choose to work towards their sims prospering. The cumulative experience of this customization makes up the building blocks of a Sim's day-to-day experience, actions in the kingdom and happiness. Once the player's Sims are established, the game opens up into an additional crucial gameplay area, quests.
Quests in The Sims Medieval contains a certain level of role-playing game mechanics, which is new to The Sims franchise, and which offers players the opportunity to earn skill points, experience points and kingdom points. Following standard RPG game mechanics, points allow for leveling up of Sims characters and kingdoms. Thus, quests are also a crucial element of the game that drives the story of the game forward, depending on their success or failure, the temperaments of the participating Sims and the goals of the kingdom. Simple quests can be taken on by a single Sim while more complex endeavors can require up to three Sim heroes. All quests contain multiple paths towards completion, which are further varied by the fact of the differing strengths and weakness of your chosen heroes. This type of flexibility in quests allows for maximum replay value of the game, as the outcome of quests can vary widely depending on the Sim heroes utilized.
Key Game Features
- Classic The Sims gameplay set in an exciting Medieval European setting full of adventure, drama, and romance
- Gameplay requires a balance between the day-to-day wants and needs of Sims heroes, as well as the quests required of the them and the declared goal of the kingdom
- Light RPG gameplay as players create heroes, send them on epic quests and level up their skills and abilities
- Quests allow for extensive replay value as players use a combination of up to three Sims heroes, then replay quests using different heroes
- Fantastic customization options including extensive Medieval attire choices and building creation and decoration options
- Win/Mac software release allows for play on PC and Macintosh computer systems
Classic Sims play.
Quests & character leveling.
A wide range of roles.
Kingdom centric gameplay.
Top customer reviews
The opening movie once you first start the game is quite amusing, and it's full of win simply because it's narrated by Patrick Stewart. The appropriately themed illustrations along with the narration explain that you're The Watcher, revered by the people. Also, we learn that "people are dumb" (because they're getting eaten by dragons and forest dwelling dire chinchillas), and that you are to give your Heroes gentle nudges to help guide them on the proper path to a glorious new civilization.
This game runs faster and smoother than my full Sims 3 installation, likely for obvious reasons, but even so, the graphics seem updated and quite a bit more detailed. The facial and clothing details in Create A Sim, including the new, sharply detailed eyes, are really a visual treat. When you're choosing your sim's voice, you'll also discover there's a new version of Simlish, sounding a lot more European than your standard Simlish we've all come to know and love.
Once you've made your Monarch for the tutorial (I chose to make a Queen, rather than a King), you're dropped into the game for your first quest. Never fear, the tutorial for your first quest helps explain a lot, but I'd advise not neglecting to do something simply because the tutorial doesn't tell you to. For instance, it never tells you where to go and when to eat. Don't let your sim starve to death. Once the hunger bar is about 75% depleted, head up to the 2nd floor of the throne room and make yourself some gruel in the fireplace cauldron. You'll sit down at the table nearby and eat it with your hand! Other than that, the introductory quest does a fairly good job of teaching you the ropes. This game is quite different from your standard "The Sims" series of games, so you might be a bit frustrated if you skip the tutorial... there are lots of new mechanics. One thing I did find a bit annoying was that the popup info in the upper right portion of the screen sometimes faded out as quickly as it popped up, not allowing me to actually read the flavor text. I missed out on the thoughts of my Monarch's first romance because the overlay was up for only 1/2 a second and disappeared. Hope there is a patch forthcoming.
This game is about Heroes rather than households, and it's quest based rather than freeplay or sandbox. It feels more like an RPG to me than your standard The Sims type game. You're not on a linear rail, though, because depending on the Hero you're playing and your Hero's choices previous to the quest you've currently chosen to do (yes, you are given choices of which quests to complete based on previous quests completed, kingdom status, etc), there are different ways to complete quests with different outcomes.
In a nutshell, I'd call this a medieval-themed, quest-based Sims RPG. And it's really a lot of fun and really nice to look at. EA could have cheated and thrown a themed version of The Sims 3 at us, but they did not, thankfully. It's obvious they wanted something different for this game as evidenced by the new mechanics and, so far, I think it works. I've been having fun ooh'ing and ahh'ing and learning the new game. It's a nice change if I'm a little bored with the standard Sims 3 but still want to Sim instead of playing something else.
Most importantly, don't knock the game because you expected something less. The game's website has been up for quite some time, and if you're disappointed because you expected Medieval Sims 3, you've only yourself to blame... not EA, who's done a fine job injecting some new life into the franchise.
Over all it is a decent game. Completely different from any other SIMS game I've ever played. There are quests, and tasks, and of course you have to also take care of your active Hero's needs.
There are good instructions on things you may not immediately know how to do. The game isn't too difficult to play, and can be fun. They really got the 'Medieval' theme cornered. :D
The gameplay is much like the existing controls. Just with fittingly medieval monikers. You choose a goal, at first there is only one. You then choose your hero. At first only the monarch is available but as you play more heros become available and are needed. Once you get your hero created you choose a quest that ultimately helps you towards yous kingdom's goal. As you complete each quest more open and you can choose different approaches for completing certain quests.
What I Like:
1. The developers stayed as true to the period as possible, which I appreciate as it was one thing that drew me to this game.
2. The Kingdom itself is a seemless interface. I feel in love with this in Sims 3 and I am glad it carried over to this game.
3. It is nice that the characters had daily responsibilities matching their position. They would get repetitive after a while but I suppose during that time that was reality.
What I Don't Like:
Unfortunately this will be the longer column. It almost hurts to say it.
1. I really do not like the "neighborhood" for this game. I spent a lot of thought justifying it and gave up. Honestly, I had envisioned something more like Sims 3 than this turned out to be; with lots were I could place buildings and build new ones. In this game I cannot choose where to build things or how they look. Having some static, yet interactive, elements like The Village or Forest is good. But the playable areas should be more customizeable. There is only so much I can move around to customize a place before it becomes pointless.
2. When in a home you cannot rotate. You can view the front only. I really miss this feature. This made the home more like an actual home. Now it is difficult to place objects where they cannot be seen. Or if a sim moves out of view you cannot change the view to find them or see what you are looking at.
3. I do not like that comleting quests is the only way to earn the points needed to add buildings. Possibly an alternate method of earning the money or a "freeplay" mode would be preferable. I really do not like being limited during gamelay when it comes to achieving goals. I like the quests as an interactive side item so to speak, like adventures in Al Simhara or Shang Simla with rewards for each step, with the primary gameplay being more open.
4. I like developing a single sim or family and staying with them. I am not horribly fond of jumping from hero to hero developing different personalities and abilities during gameplay.
All in all I stand middle of the road with this game. My love of all things sim battles with my disappointment in gameplay. I will keep playing and hopefully it will work a bit better. But for now I almost regret spending the money on the game.
Still, the majority of the game is very unique, even in comparison to other The Sims incarnations, what with the game focusing on the overall world rather than a character or family of characters. Children also become more object than character, as they do not age and basically function as errand boys and girls. The classes are what is most interesting, ranging from physician to monarch to sorcerer. Combined with different character traits, ways to play, and inter-character relationships, there are a multitude of outcomes to be had.
Overall, this game will be quite interesting and unique for the first twenty or so hours, but starts to peter off as you quickly accomplish your objectives.