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9 sep 2004 - 23:40

What's worse than living in the desert surrounded by whackos, half-breed aliens, and the potential risk of being abducted, probed, and dropped back into the desert surrounded by all those "people?"

Join The Drama


The Sims 2 - SimIGN, part 1

A sim-month in the life of the Dan, Steve, Tom, Tal, and Jimmy. Jimmy? Who the hell is Jimmy?

What's worse than living in the desert surrounded by whackos, half-breed aliens, and the potential risk of being abducted, probed, and dropped back into the desert surrounded by all those "people?" When the people you share a house with are the guys working on the PC channel of IGN. Yuck. It certainly seems like a disaster in the making and it certainly started off that way when myself (Dan), Steve, Tom, Tal, and Jimmy moved into Strangetown, a little burg out in the desert with some strange inhabitants and a history of alien abductions. Heck, there's even a crashed spacecraft and bizarre stonehenge type of rock formation in the surrounds. It wasn't long before our fearsome five met some of the neighbors, and the honeymoon was over almost immediately.

First off, seeing as we're a group of five all planning on living together, I decided that it would be best to construct a house from scratch, using only a plot of land and some creativity. Unfortunately I am not that creative, nor am I a good planner. Before long, the crew moved into a severely under equipped house. Not only did it not have paint on any of the walls, partially carpeted floors, and one lonely window, but it also was built sans roof. The amenities inside the house were equally as sad. A crappy toilet and shower, five twin sized beds, a microwave, and a couch were all that was to be found for the poor lost group of idiots destined for mediocrity. No entertainment. No mirrors. No good. So sorry guys, but your architect is a dumbass.

At least the only way to move was up. And so we began the process of growing as individuals and a group. Our first move was to ostracize Jimmy from the rest of us. Frankly, I don't know who the hell he is and why he was added into this mess. He's freakish looking and not very nice. From the get go he was on the outside, not only in conversation, but also in housing. A tiny room out back was his holding pen at night. Jimmy didn't seem to mind too much. He just wandered around giving everyone the thumbs up and cheeseball two hand points at every pass. All told, I suppose that's better than Steve's habit of scratching his armpit every few steps.

The Sims 2

Within a Sim hour of moving into the new digs and seeing the shambles their lives had become, the first visitors arrived. One of them was even a "visitor." Green, big black eyes, sunken nasal cavity. Yikes. He didn't really get along with anyone except for myself, and that was marginal. My expression should say it all. It wasn't long before the animosity really started flying around our guests that had so easily invited themselves over to our lovely home. The alien wasn't even close to the worst. Another old lady with white hair actually managed to come off badly to every single person in the household, going far enough to make Tom cry. But then again, he's quite the baby.

Then the real fun started when Steve decided to make some food in the microwave, which quickly burst into flame. Everyone freaked out until the fireman arrived. Thankfully there was a fire alarm installed or this would have been a very short feature. The fire was quickly stopped and the guests quickly beat a retreat back to their own freakish lives, having had enough of ours.

The Sims 2

From then on, life became a bit more normal. Everyone grabbed up a job. I went the athlete route, though seeing the immense amount of humor in that decision, switched tracks to business. Steve, being a knowledge loving sim turned to science. Tal was given the politics career due to his love of popularity... which is kind of ironic. Tom managed to weasel a job as a golf caddy on the slacker career path so he could spend his time trying to woo the ladies. I emphasize trying in that statement. And Jimmy... well, he found his way into a life of crime.

Unfortunately, no one could expect any promotions in the first few days. Everyone was unhappy, dirty, smelly, hungry, full of pee, and generally a mess. The first bit of money was immediately spent on a stereo to increase the peace. It worked for the most part. Although I lost count of the time that Tom tried to sidle up next to some girl that wandered by and get his freak on... and was rejected. Tal and Jimmy were getting more of the freak on than Tom. It's a disturbing image that I can't seem to wash from my mind.

The first week of living in Strangetown moved on. No one was really getting what they wanted, but the quality of living began to slowly improve as the cash money trickled into the house. The first order of business was putting a roof on the house and adding some light fixtures. At the next paycheck, the inside of the house was suddenly decorated with paint, wallpaper, and carpet.

That's when things really started taking off. Tal, Steve, and myself were all promoted and earned bonuses. Jimmy followed quickly behind while Tom languished in his slacker career as a caddy, even managing to get a golfer struck by lightning. The extra money allowed the purchase of a TV, stove, chessboard, and easel as well as a back deck for eventual lounging.

Meanwhile, the house, as "nice" as it was becoming, was disintegrating with dirt and nastiness. The toilet, which hadn't been cleaned since moving in, looked like it housed primordial ooze. Waves of stench flow from the bowl in a disgusting green cloud. Why none of these slackers will clean it is beyond me. Instead, they just keep using it and abusing it. At the end of the week, it was even clogged, flooding the floor and undoubtedly wetting the asses of everyone that sits upon its evil surface. But still it is not clean.

The Sims 2

Instead of cleaning the toilet, it looks as though Jimmy has started peeing in the shower, something I was unaware was even possible. I wouldn't have known except that Jimmy's bladder rating was being relieved in the middle of "washing" himself. Meanwhile, Tom, like a four year old too busy playing to notice, waited too long to use the bathroom and was forced to wet not only himself, but also the carpet, leaving a puddle on the ground that would go uncleaned for three days.

The one good thing is that people in the house are getting along better at this point. Aside from Tom and Jimmy that is. Tom seems to enjoy laughing at Jimmy about this and that. I have a feeling Tom is just trying to make up for his severe inadequacy with the ladies. Even after some practice in the mirror getting his moves up to par, Tom's batting a big .000 with the fairer sex. Perhaps when he stops being a slacker and starts earning money something will happen.

The Sims 2

As we leave our sims after their first week of existence in The Sims 2, we can't help but reflect on their early ineptitude, rude behavior and lack of social skills (aside from my somehow managing to convince a girl she should be my friend). We can only look forward to the following sim-weeks, which will be played out over the rest of this real week to be culminated by a fantastic explanation of why everything happened and what could potentially have happened had I taken more control over each of their lives, which I might still do a little bit.

Over the course of the week, I'll be looking to further upgrade the quality of living for the fat five, including the addition of a telescope which will hopefully result in Steve's abduction, a love tub, a piano, a group game, and perhaps even some bigger beds so our bachelors can take on the female population. Tal's sim seems to be up on throwing a party and the house may be in for a redesign should these guys manage to make enough money and clean the toilet. Keep checking back the rest of this week for updates on their... our progress in Strangetown.

9 sep 2004 - 23:30

We actually had the opportunity to visit with Maxis vice president Lucy Bradshaw earlier today, who explained that using different objects or gestures in certain combinations may yield "interesting" results that weren't intuitively obvious?

Have A Seat With Lucy And GameSpot


The Sims 2 Hands-On - Early Impressions

By Andrew Park

We've got a final version of The Sims 2 in hand. Join us for our early impressions of the game.

The Sims 2 is one of the most highly anticipated games on any platform, and probably with good reason--the original game experienced incredible success with a huge audience. It probably enjoyed this kind of popularity because of the way it let players create a family of autonomous computer people, then wreak absolute havoc with their lives--an appealing prospect to players of all experience levels, ages, and genders. We've got the final version of The Sims 2 in hand, and although GameSpot's review will be posted at a later date, we can share some early details based on our time with the game so far.

The Sims 2The Sims 2 opens up with a neighborhood selection screen. Like in the original game, you can choose to move your computerized characters into different neighborhoods; in this case, your choices are Pleasantview, Strangetown, and Veronaville, or you have the option to create a neighborhood from scratch. Pleasantview is the home of many of the characters from the original game, including the Goth family (presided over by the aging patriarch Mortimer Goth, who continues to wonder over the disappearance of his wife Bella). Strangetown bears more than a passing resemblance to the mysterious town of Roswell, New Mexico (the rumored site of UFO landings and extraterrestrial sightings)--there are apparently aliens living there in the midst of fine, upstanding sims. Veronaville is characterized by a family feud inspired by Shakespeare's classic Romeo and Juliet, except with more exposed midriffs, knit caps, and spoken gibberish, since the sims continue to use the expressive (but unintelligible) "simlish" language to communicate.

Like in the original game, you can choose to take control of a pre-created home or to buy up an empty lot to station your family in. The Sims 2 has taken the original game's "create-a-sim" mode to another level with the body shop, an editing tool that lets you design your sims with a tremendous amount of detail before dropping them into the game. Presumably some fans will spend more than a little time designing their perfect sim (maybe even one that resembles someone they know), and others may get wrapped up in the enhanced buy and build modes, both of which are stocked with all-new building and furnishing options.

To get a quick start on the action, we rejoined the Goth and Pleasant families' lives, already in progress. While the Goths lead a rather boring life, the Pleasants--which include the flirtatious husband and father, Daniel; his money-grubbing wife, Mary-Sue; and their two competitive daughters, Angela and Lilith--seem to have a bit of trouble in paradise. Right away, it became evident that having a married couple of sims with differing aspirations was a gateway to trouble.

All sims in The Sims 2 have "aspirations" and "fears," which can make them incredibly happy, fulfilled, and long-lived or can ruin their moods and drive them temporarily insane, respectively. It didn't take long for Daniel and the maid (with only a little extra help in the form of the 72 times we ordered him to flirt with her) to strike up more than a working relationship. Daniel would have gotten away with it too if his wife hadn't been there to catch him in the act, burst into tears, and break up with him--and since the romance-focused Daniel's greatest fear was rejection, this caused him to collapse on the floor into a sobbing heap, before he was kicked out of the house permanently. It didn't seem to do much for his new ex-wife and his older daughter, Lilith, either, as both wandered the house listlessly, alternately crying, picking fights with each other, and eating out of the refrigerator. The fact that the maid kept coming back to visit (and join in on the meals and attempt to get in good with Lilith) didn't sit well with Mary-Sue, who eventually dragged the maid into a catfight to the shock and horror of her daughter.

For a change of pace, we then caught up with the Pleasant family's younger daughter Angela, who had returned home with a friend from school. Unfortunately (or fortunately, depending on your point of view), Angela's curious little friend was interested in playing doctor and flirted with her mercilessly. But Angela seemed more interested in playing games on her computer and booted up everyone's favorite video game from EA Big, the smash hit snowboarding game SSX3 for your PS2, Xbox, GameCube, and now your PC, apparently (complete with intro screen and actual game footage playing on the monitor). You can expect to see references and in-jokes like these scattered throughout the game, along with various other hidden secrets. We actually had the opportunity to visit with Maxis vice president Lucy Bradshaw earlier today, who explained that using different objects or gestures in certain combinations may yield "interesting" results that weren't intuitively obvious.

The Sims 2Bradshaw also quickly demonstrated several of The Sims 2's other features, including the ability to add MP3 soundtracks to the game. While The Sims 2 features what sounds like an eclectic and highly appropriate soundtrack provided by Mark Mothersbaugh (formerly of the 1980s music group Devo), you can also add whichever music you like. We were treated to a demonstration of what happens when players try to re-create their favorite TV shows, like the cult-classic British comedy Fawlty Towers, complete with the co-owners, the aging Sybil Fawlty and her lecherous husband, Basil Fawlty (originally played by John Cleese), and with the TV show's theme music playing in the background. We were also shown the game's enhanced exchange site--the community Web page from which players who have registered their game can download content for the game. In The Sims 2, this site will actually be integrated into the game so that you can browse for new objects, items, and characters to download without even exiting the game. Maxis plans to make new content available for download on September 14, the day the game launches. Unfortunately, you'll have to wait until that date for GameSpot's full review, but for now, be sure to browse our latest batch of screenshots, and come back for further updates coming up soon.

9 sep 2004 - 23:20

"Possibilities in this game are tremendously large," said Wright. "Also there's a much higher percentage of weirdness."

Lees het artikel!


Will Wright

Revising original Sims

Electronic Arts creates new version of popular game

by Matthew Yi, Chronicle Staff Writer

The Sims 2 The Sims 2

Dina is a young woman who is attracted to Mortimer, a rich older man.

Living down the street from her is Don, a dashing bachelor who is engaged to Mortimer's socially awkward daughter, but who has trouble keeping his focus on just one woman.

Then there is Brandi at the other end of town. She's a single mom struggling to raise two boys.

It may sound like a daytime TV soap opera, but it's actually Sims 2, the sequel to the most popular PC video game ever.

After months of delays, Electronic Arts in Redwood City is finally getting set to deliver the title, a game that allows the player to create characters and control their lives -- everything from choosing a spouse and a career to what to eat for dinner and when to go to the bathroom.

The new title has a host of improvements including detailed 3-D graphics, better artificial intelligence and a new movie-making feature that allows the gamer to record character interactions in this life-simulating game.

"It's a shot in the dark," said Will Wright, the video game icon who created the original Sims and who helped with the sequel, referring to the movie-making feature. "It's one of those things that is not quite there yet ... but it's a cool feature, and I'd like to see what people do with it."

The first Sims has been a phenomenon. Not only have millions of people played the game, but scores of fans have put up Web sites offering for free their own custom-designed wallpaper, clothes, chairs, tables and other virtual objects to be added into the game.

Wright said he wasn't sure how well the first Sims would do in stores when it hit the shelves four years ago.

"We weren't sure what people would do with it," said Wright, who originally thought about naming the game Doll House. "We didn't really understand Sims well enough. But it was remarkable how much people were reading themselves into the game."

Neil Young, general manager of EA's Maxis Studio which oversees the Sims franchise, said that when his firm was getting ready to release the first Sims in 2000, it expected to sell 158,000 copies, a respectable number for a PC game.

Instead, "We've done nearly 40 million Sims, including (six) expansion packs," he said.

Young estimated that figure represents about 6 to 10 percent of the entire PC video game software market.

He wouldn't say what EA's estimates are for Sims 2, but there has been plenty of hype and anticipation for the sequel, which is scheduled to hit store shelves on Sept. 17.

It will have plenty of competition. PC game Doom 3 is already out, and Half-Life 2 will be available this month. Also coming this fall are console games Halo 2, Grand Theft Auto: San Andreas, and Gran Turismo 4.

The new PC titles should help the PC game market, which -- unlike the console game segment -- shrank from $1.4 billion in 2001 to $1.22 billion last year, said Michael Pachter, an analyst at Wedbush Morgan Securities.

But he estimates that even with the big titles this year, the PC gaming market should be about the same as last year.

Still, Sims 2 is a big deal for EA, which is likely to sell 2 million to 2.5 million copies this holiday season, said Pachter, who doesn't own EA shares and whose firm doesn't have a banking business with the game publisher.

EA says it isn't worried about the competition because, unlike the shooting, racing or strategic games that attract the typical 18- to 34-year- old males who dominate the market, the Sims franchise has attracted a significant number of women and what the industry calls casual gamers.

"A lot of hard-core gamers bought the first Sims and played it for a while, but ... it was their wives and girlfriends who ended up playing more," Wright said. "This time ... we didn't want to lose the core Sims audience ... (but) we need to reacquire the hard-core gamers. We need to give them a much deeper strategic game play."

That's where Sims 2's new features come into play.

While the new game is still based on making sure that the basic needs of the characters are met, such as getting enough food, sleep and fun, EA has added another layer of humanity: desire to fulfill lifelong dreams.

The new game has an additional panel on the bottom of the screen that shows a character's four wants and three fears. These can be anything from wanting to meet new friends to getting a job promotion. Fears can range from illness to the death of a spouse.

Depending on the situation at the moment, different wants and fears will pop up, and a gamer, if he or she chooses, can make sure the characters achieve those desires.

Furthermore, a character's wants and fears are also dictated by his or her aspirations.

For example, a character whose aspiration is to raise a family will want to get married, have kids and spend as much time as possible with his spouse and children. Then there are characters bent on gaining knowledge, friends, romance or money.

Lucy Bradshaw, executive producer of Sims 2, said aspirations, wants and fears are meant to attract traditional mission-oriented gamers.

Adding that new layer to the game delayed the game's release six months, said Young, the general manager.

Some of the other major upgrades in Sims 2 include characters that look more realistic and are smarter. For example, if one character gets into a fight with another, they won't get along so easily the next time they meet.

Also, the characters in the new game age over time. Couples can have babies that inherit both their looks and personalities.

"Possibilities in this game are tremendously large," said Wright. "Also there's a much higher percentage of weirdness."

For example, one neighborhood has an alien family that just moved in, and there will be alien abductions.

While Sims 2 has managed to keep its teen rating, the company has added more risque situations, such as "Woohoo" -- a sexual encounter between two characters under the blanket in bed or underwater in a hot tub. As in the first version, there is no nudity, only pixilated body parts when a character jumps into the shower.

"It's important for us to have the teen rating, but you also don't want to make it vanilla," said Bradshaw. "It makes for a more interesting, realistic experience ... and we treat it humorously rather than salaciously."

Young said EA plans to follow up with a number of expansion packs. After the first Sims came out, EA was rolling out two expansion packs a year for a total of six. These smaller add-ons allowed characters to have pets, go out on dates and take vacations.

Young wouldn't say what the first Sims 2 expansion pack would look like, but added the plan is to have it out in the first quarter next year.

"It definitely is one of EA's top franchises," said Colin Sebastian, an analyst at SoundView Technologies Group. "The initial numbers may not rival (EA's popular Madden football game), but over time, it has the potential to be one of the company's top titles."

THEN
The 2-D characters looked like paper dolls and had only basic needs such as eating, sleeping and going to the bathroom.

NOW
The 3-D characters are more realistic.
Improved artificial intelligence gives them memory.
They also have stronger emotional needs.

9 sep 2004 - 23:10

"During development and testing, what kinds of things did your sims do that surprised you?"

Find Out What Suprised Will


Will Wright on The Sims 2

By Dave Kosak

The venerable Will Wright talks up his next game, giving us all the dirty details.

GameSpy: Everyone probably has a different answer to this question, but what do you think made the original The Sims such a huge success, even for people who normally didn't play PC games?

Will Wright: I think the combination of an approachable subject (everyday life) and a well-tested game interface (tested for the last year of development with very casual players) were prerequisites to success.

On top of that, the open-ended narrative, rich gameplay, and the huge fan involvement (custom content, storytelling, etc.) really put it over the top.

GameSpy: The original game pulled in a very diverse audience: a huge demographic of gamers, non-gamers, men, women, and children. Did you find that they all enjoyed the game for the same reasons, or did they all get something different out of it? And, if they all got something different, was that a challenge as you began designing The Sims 2?

Will Wright: One design goal with an emergent game like the Sims is to allow different players to use the "toy" in different ways. Exploring the failure states, telling stories, re-creating your own family, and pursuing the in-game goals were all different ways that we saw people play the game. For The Sims 2 we wanted to support all of these (plus some new ones).

GameSpy: You once mentioned that the plethora of expansion packs for the original Sims game helped your team determine the feature set for The Sims 2. What, specifically, did you learn from the expansions?

Will Wright: When you're dealing with contemporary (virtual) life there are almost no limits to what you could put in the game, the trick is to find the things that actually make the game more fun. Some of the things we discovered that players really enjoyed from the expansions include:

* Indirect agent control (townies in Hot Date / pets in Unleashed)
* Embedded mini-games (souvenirs in Vacation, magic in Makin' Magic)
* New locations to visit (most expansions)

GameSpy: Okay, The Sims is on store shelves, and you're staring at a blank piece of paper (or a blank whiteboard). It was time to design the sequel! What did you set out to do from the outset?

Will Wright:

* Make sure we didn't lose the "magic" that made the original game
* Have a million meetings discussing and trying to agree on what the magic was for the original game
* Give up trying to figure out what the magic was and just go make another great game

GameSpy: The Sims 2 has a full-on 3D engine, allowing players to rotate the camera and zoom all the way in to get personal with their sims. Given the casual audience that enjoys the games -- including many who never played a 3D game in their life -- did you find that they adjusted to all this extra control quickly, or did you have to keep playing around with the interface? What kind of response have you seen from testers to the new engine?

Will Wright: The move to a 3D camera was probably the single riskiest aspect of The Sims 2. We've tried to design it as a smooth transition from the isometric camera of the original (similar controls and interface), and if you don't touch the mouse-wheel it pretty much is the same. Once you get comfortable with zooming-in you begin to feel like you're actually in the room with your sims rather than viewing them from above. This immersion really increases the emotional connection of the player, I think.

GameSpy: The original The Sims was about meeting basic needs: keeping your family fed, happy, clean, and productive. With Sims 2 you push that to the background (sims basically take care of themselves) in order to focus on bigger goals -- like romance, career, children, etc. Adding "needs" and "wants" was a pretty radical shift in design -- was it hard to balance?

Will Wright: In some ways the needs/wants design is a bit easier than the core motives because they're driven more by content (static trigger/goal conditions) and less by algorithm. But since they're easier we were able to add hundreds of them (as opposed to just eight motives), which, of course, then makes them hard again.

GameSpy: Given the success of The Sims, were you ever worried that you were "fixing what ain't broke" as you changed the design?

Will Wright: That's a constant concern on any sequel. You have to fight this line of reasoning; if you worry about it too deeply you become creatively paralyzed and won't have the flexibility to move the game to where it really needs to go.

GameSpy: One of the appeals of The Sims is that it creates a story as you go along, following the life of a sim or a family. The second game really seems to play this up: towns have their own stories, families have their own background as you start the game, and players can write their own family history to save along with a photograph of families they create. Were you intentionally trying to build up the story aspect of the game, or did it just naturally grow out of the gameplay?

Will Wright: Ever since we first started testing the first version of The Sims we noticed that people couldn't play without attaching a story to what they were seeing. This seems to be a natural way in which humans understand, remember, and communicate experiences. Over time we've come to recognize that storytelling is integral to the entire Sims idea and we're always looking for ways to let players create, drive, and share these stories.

GameSpy: From an outside observer, it looks like you've had the luxury of a much larger team for the sequel than you had for the original game. What did you do with all that extra talent?

Will Wright: Yes, The Sims 2 is about five times larger than The Sims team. Hopefully, we've managed to make the possibility space of The Sims 2 (all the things you can create and that can happen) much larger as a result.

GameSpy: The sims in The Sims 2 are a whole lot deeper than their counterparts from the original game. Aside from needs and wants, they have memories, fears, etc. What kinds of things can players expect as they interact?

Will Wright: You will notice that they have much more awareness, not just of their momentary situation, but also of relationships and time. If you give your sim a traumatic childhood they will grow with phobias and could become socially dysfunctional. The psychological failure side of the game has been vastly expanded.

GameSpy: During development and testing, what kinds of things did your sims do that surprised you?

Will Wright: They generally made me feel really sorry for them (it was all in the name of science) as I was experimenting on them. That I would "feel" for them at all (knowing how they work and all) really surprised me.

GameSpy: We understand it took a lot of tweaking to get the balance of the original game just right, to the point where it was fun and not just a game about doing dishes and using the toilet. For the last few months you've been in the home stretch of development on the sequel. What kinds of things did you struggle with as you put the final polish on The Sims 2?

Will Wright: Getting the needs/wants/fears balanced as well as tweaking the camera controls and squashing bugs.

GameSpy: People are dying to get their hands on this. Before we let you go, can you relate some of your favorite experiences as you played the game?

Will Wright: I love the new build mode, I think it's probably the best home-design software on the market from a usability / graphic rendering point of view. I've really enjoyed exploring the failure side of the new behavioral engine. Also the new create-a-sim is awesome.

Thanks again for your time. We're looking forward to the final game!

9 sep 2004 - 23:00

There's plenty of buzz around the The Sims 2 right now. Wondering what they're saying?

Go to The Sims 2 to Find Out More

8 sep 2004 - 23:10
De Sims 2 De Sims 2

Nieuwe officiële screenshots.

8 sep 2004 - 23:00

Vanaf 11 september start Electronic Arts Benelux met ‘De Sims 2 On Tour’: een uniek rondreizend evenement dat in september en oktober door Nederland en België zal trekken.

De Sims 2 On Tour bestaat uit een mobiel Sims huis waarin twee ‘echte’ Sims verblijven. Fans krijgen zo de mogelijkheid om de game eens in levende lijve te ervaren.

Het mobiele Sims huis moet de bezoeker een unieke Sims ervaring bieden. Rondlopen in een echt Sims huis en contact leggen met Sims van vlees en bloed. Het huis heeft vier kamers die ingericht zijn in typische Sim-stijl. In ieder vertrek bevindt zich een Ambi Light TV waarop non-stop trailers, making of documentaires, en fragmenten uit de nieuwe game worden getoond. Twee acteurs nemen de rol van de Sims op zich, waarbij zij het gedrag en de taal (Simlish) van de figuren uit de computergame imiteren. Bezoekers krijgen van hen een uitgebreide uitleg over de nieuwe game.


De Sims 2 On Tour
Datum Tijd Winkelcentrum Plaats
Zo 12 september 12.00 - 17.00 De Klanderij Enschede
Vr 17 september 13.00 - 18.00 Cora Rocourt Rocourt (B)
Za 18 september 13.00 - 18.00 Cora Anderlecht Anderlecht (B)
Zo 19 september 12.00 - 17.00 Overvecht Utrecht
Za 2 oktober 11.00 - 16.00 Megastores Den Haag
Zo 3 oktober 12.00 - 17.00 Alexandrium I Rotterdam
Za 9 oktober 14.00 - 19.00 Ring Shopping Center Kortijk (B)
Vrij 26 november volgt Wijnegem Antwerpen*(B)
Za 27 november volgt Wijnegem Antwerpen*(B)
7 sep 2004 - 23:10
The Sims 2 The Sims 2 The Sims 2

The officiële Noorse website heeft een paar afbeeldingen gepost van de nieuwe website.

7 sep 2004 - 23:00

In anticipation of The Sims 2, we'll soon be launching The Sims 2 site revamp. In preparation, though you will be able to continue downloading, The Sims 2 Showcase will no longer accept uploads to the site.

4 sep 2004 - 23:00

Hey All,

I've been getting notes and questions from many of you, about what we're up to now that The Sims 2 has gone gold...well, other than painting the walls red (quite literally, you'll see...), we've been cheering on our Maxoid compatriots who are putting the finishing touches on a really new take on Sims! When we initially asked this team to think about what city life would be like for The Sims, they came up with something so fresh and cool that we decided the Sims needed a whole new name...and hence, we introduce to you, The Urbz. Now, who better to tell you all about The Urbz but the producer himself, Scot Amos. Take it away Scot...

-----------------------------

You know The Sims. You know The Sims2, and now The Urbz is joining the family. First off... it's a total privilege to be appearing in this space and shouting out to so many people who know the score on The Sims and The Sims 2. The Urbz are all Sims at heart, but the key difference is they live in urban environs instead of suburban houses and you can find them on console and handheld game systems. The Urbz have apartments and penthouses, and street smarts by the handful. So expect high fashion and gritty, urban sophistication, as well as a hustling, bustling 24/7 city that stands in marked contrast to the type of community you get in the 'burbs; but it's all good; we're all still Sims on the inside. La Familia! Happy

The Urbz is all about that age-old fantasy of making it big on your own in the city, and scurrying up the social jungle-gym to become known throughout the land. Midnight VIP parties kickoff everywhere ... but to get in, you gotta know the right social moves and have reputation. The Urbz is all about who you know and how well you know 'em, and to be clear, when you first hit the city, you don't know Jack.

Jobs are another important and hands-on part of city life... and we have the hippest ones around. From busting up bikes in the Chop Shop to the high-end societies Fashion Photographer... we cater to every taste and every style; and even let you make your own! And these jobs are all hands-on micro-games, with some totally frenetic gameplay. You take the job and are thrust in to a frenzied burst of button-mashing madness in order to make the most cash in the shortest time so you can buy stuff to deck-out your apartments and totally customize your Urbz's look and style.

With the Urbz... it helps to blend in at first so you can stand out later. Instead of creating-a-sim, you're Styling-an-Urb. Once your reputation gets high enough, you can influence everyone in the 9 districts of the City. You'll have the power to make punks and bikers wear pink taffeta or Hawaiian shirts if you choose!! Now, that's power! It's an AWESOME experience to see all of these characters living their daily lives, suddenly overpowered by your will and wearing t-shirts with YOUR Urbz’s face on it! Nothing says reputation like that kind of influence.

We've got a killer website for you to learn more about game play mechanics and meet some of the movers & shakers in the city. It has a ton of screenshots, movies, and some other really great features for you to keep yourself schooled on the latest happenings in the city:

http://urbzsims.ea.com

Just to show how far this Urban lifestyle has pushed us all here at Maxis, check out The Sims2's own Lucy Bradshaw tagging up the office!

The Sims 2 The Sims 2 The Sims 2 The Sims 2

We've also assembled some fantastic screenshots of The Urbz that can't be found anywhere else on the Web! Who loves ya!

(I do!)

-Scot

The Urbz The Urbz The Urbz

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Thanks, Scot – the game's really shaping up to be something special. And speaking of special, did you know that the Urbz website has an infinitely large wall of bricks for you to tag up with messages to send to all your friends. Since we're all friends here, I thought I'd send you guys all a little graffiti tag of my own, to let you all know what I *really* think about you!

http://urbzsims.ea.com/index_flash.php?_key=TVNHX0lEPTg4Njk=&intro=skip

Lata, Playaz,

Lucy Bradshaw

The Sims 2 Executive Producer & Buster of Dope RhymesM/blockquote>

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