Thankfully, time can be compressed by fast-forwarding whenever desired, and a further option to fast-forward until a command is completed is welcome indeed. Time is once again expressed in that strange Sims-esque way, and it seems to take an inordinate amount of the day to accomplish even mundane tasks. Players control their Sims through the use of the Skewer, and context-sensitive actions are available for many objects and Sims. Gameplay is completely familiar The Sims fare. The multiple-path Questing options allows for quite a bit of replayability, as players can try completely different Sim combinations in subsequent Ambitions. Some of the Quests offer various solution paths, depending on the Sim type assigned as primary, while others require a party of Sims to carry out. So the Monarch will not be able to try a quest limited to the Magician, and the Spy certainly cannot try a Healer-only Quest. A nice selection of Quests are available at any time, but many are limited to the type of Sim that can undertake them. Once a player has chosen three Traits and decided what the character will look like, the Sim can begin his or her Quests.Įach Ambition allots a set number of Quest Points, which can be spent to begin the various Quests. Players may pick from two pre-generated choices, completely randomize their character, or carefully go through each step of the process. Players must begin the Ambition with a Monarch, with additional Sims becoming available as their key building is constructed. Most of the buildings unlock a new type of Sim, and a full complement of these Hero Sims are necessary for the health and well-being of the Kingdom. For me, the ability to simply jump into the action of a new building (and associated Sim) without the tedious construction time is a bonus. For some, this lack of design function could be a turn-off, but I found building to be my least favorite part of The Sims-I'm just not creative in that fashion. Players can (and must) still furnish these buildings to keep their Sims happy, but the overall design is pre-set. However, only certain buildings can be constructed, using precious Resource Points, and none of the buildings are customizable in construction. Initially, a fledgling Kingdom looks much like an empty neighborhood from the original The Sims. Once an Ambition is chosen, the Watcher jumps into the Kingdom to begin their meddling. At first, only one Ambition is unlocked-additional Ambitions become available as Watchers succeed in Kingdom tasks. Each game starts out with players choosing an Ambition, the ultimate goal for a particular Kingdom. Given the title of Watcher, players are tasked to guide their Kingdom by taking control of the major characters and shaping the Kingdom's history. Players are once again given the role of an omnipresent observer, although this time around things are a bit more formalized. This time around, players are trying to build an entire Kingdom, and each individual Sim is a cog in the works. But players who want nothing more than simply raising families, building houses, or living virtual lives are missing the point of The Sims Medieval. Sure, Sims can still do many of the things they've always done. Coupled with three Traits (two beneficial, one less so), players have much less to juggle while guiding their charges through their tiny lives. Although the playable characters are major movers and shakers in the community, each Sim now only has two statistics to keep in check-hunger and energy. Most noticeably, the Medieval Sims are quite a bit less complex than their modern-day brethren. Some of the Sims-y elements have been toned down to make way for more task-oriented gameplay. That being said, The Sims Medieval is not simply The Sims 3 with swords and dragons-players who come to the party expecting such will be disappointed. Thankfully, The Sims Medieval changes all of this, giving me what I've been craving in The Sims since its beginning-goals. So, wracked with a confusing amount of guilt (and a keener understanding of exactly how long a Sim can live in a 10x10 doorless room), I would put the game to rest. I would like to blame the lack of concrete tasks-I'm the sort of person that needs a little direction or I become.creative. But then, inevitably, Something Bad would happen, and there would be screaming. Everything would be fine for an hour or so, as I was happily guiding and watching my virtual people. The original The Sims brought out a frightening dark side in me, every time I picked up the game.
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