So, we’ve finally seen it, our first glimpse of Sims 4! Let’s take a closer look at just what we’ve seen, though!
After a flash though some sims, turning into a plumbob, we land up in CAS, getting out first good look at them.
Our Sim is stood centrally on a platform, against a background pattern – no room setting, for the first time since Sims 1! And, the other big change here, no sliders! You’re now sculpting straight on your sims. During the trailer, we can see the following areas being adjusted:
- Beer belly
Basically, it looks like if you can grab it, you can mould it! Both sides adjust at once.
Hair and clothes so far seem fairly generic – looks like they’ve been working on the content first, before the wrapping! There’s also no sign of how we chose things like hair, clothes or skintone etc – guess they’re saving that for later!
You can also adjust things like their walk and voices – although again the how isn’t shown so much as the fact you can.
So, now we have our sims, they need somewhere to live.
The controls we see here build on the tools we have but look to be much more modular. From this, it appears that building a room, rather than setting down individual walls is the default setting. You still appear to be able to drag out walls to resize rooms, but would appear to have a bit more control over odd shaped rooms, and it works with fences, too. And, taking blueprints to the next level, entire rooms are now modular! Don’t like the kitchen at that side of the house? No problem, just grab it and move it! Not just rooms, either. It appears you can drag the height of your house as well! Whether that is adding extra storeys, or altering the height of those already there is yet to be seen!
There was no grid shown for furniture placement, and things looked a little more relaxed.
The tools are described as “tactile, powerful and a lot of fun” and I can’t wait to play with them!
So, let’s meet some sims, and have a look at game play!
The emphasis in this demo was how your sim’s new emotions affect what they will and won’t do, and how their emotions are affected by the actions of those around them. The idea is to give a deeper, richer game play.
We saw a few different emotional states, including how to get into and out of some of them! A sad song can make even the most confident sim depressed! We saw
The voodoo doll is back, as are the violin and the punchbag and objects can have an effect on moods and emotions – one “risque” painting is known to make sims a bit flirty!
Sims can have a big rocket in their back yard – how, why, or where it goes, is as yet unknown, but “would you like to see my rocket?” is not a euphemism!
Does it tell us lots about the game? Not really, it drops lots of hints,just enough to whet your appetite, and I personally can’t wait to find out more!