My review of TS3. What I liked, don't like.
AllenABQ:
I think this player review is a good read. I get the impression he's very well acquainted with TS1 and TS2. I also get the impression he really likes pudding, but the rest of the review makes up for that.
http://www.gamespot.com/pc/strategy/thesims3/player_review.html?id=662835&tag=player-reviews%3Bcontinue&page=11
MaryH:
That review is the best I've seen so far-very thorough and even handed. It gets right to the core of the major problems this game has, and pulls no punches.
Doc Doofus:
I thought this was perhaps one of the most important critique points of Allen's link, one I couldn't have voiced as well until I played the game longer. There is no sense of humor, artistry, and life breathed into mere clay in TS3 as there was in TS1 and TS2.
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* Animations. They used to be thought out; clever, different, more numerous, and provoke uproarious laughter from the user. In the Sims 1, a character would carefully sniff one arm--then the other--and then an offended "eww!" would emerge from him. There is no such love this time around, as nothing is as funny, smart, or cute. Genius sims DO ponder. But it's the same animation each time, yields nothing except an easily implementable moodlet, (your sims never invent anything), and gets old fast. There are plenty of opportunities for different complaint animations too; but it's typically the same animation each time. The same whining-and-stamping process occurs whenever a mood gets too low, or when someone's in a wanted chair. Mods already exist to remove this. That's how annoying it is. This is an important section because it marks the end of the joy there once was in watching them go about their little lives. Who even wants to set their sims on fire anymore--considering the scream and freak out process cycles into a repeat after five seconds?
EA made a big mistake here. I know that I, for one, was sick to death of the old animations of TS2 and didn't want to watch them anymore, but they helped establish the tone of tongue-in-cheek humor that suffused the game.
We are also kept very distant from our Sims faces. That may be a blessing because they all look like Poppin' Fresh, I suppose. But in TS2, the thumbnails were larger, the pie menu faces were larger, the opening load scene for the family showed a large picture of the family, the special cut scenes (like first woohoo and childbirth) were all close-up with well-choreographed expressions... Those things made us feel that we were on the same flat playing field as the sims, themselves. With TS3, however, we have these new, very distant Godly cam angles. The playing field itself is so much larger that we may spend little or no time looking at the Sims themselves, except as little ants moving through a large hive colony. They become less personal to us, as a result. EA should put more thought into this and give us moments of up-closeness with the Sims so we can appreciate them visually and emotionally, not just as little specks moving around with an action queue.
Zazazu:
What resolution did you have your TS2 set to? Mine was set to 1024x768, same as I have TS3. Sim facial icons are almost exactly the same size. The side ones were smaller, as eight sims just fit on the side there, whereas 12 would fit on TS2. Family picture is the same on game load, though not on that household summary interface when you are switching households.
Drakron:
Quote from: AllenABQ on 2009 June 15, 00:28:35
I get the impression he's very well acquainted with TS1 and TS2 I also get the impression he really likes pudding, but the rest of the review makes up for that.
And there is this pearl ...
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There is no way for a roleplayer to rationalize this, it is just further incompleteness and more design. Guess the extra 4 months wasn't enough. Solution: Design the interiors and lay out tasks and time limits per day. Performance can vary finely with player cleverness and activity.The tasks required would be very specific to the job.A "Journalism Track" employee might race to town square, chasing down a story about a protest rally. A "chef" could have a very zoomed up view of the kitchen's surfaces, with all the ingredients and utensils laid out for the player. Mouse strokes could cut veggies and meats and then careful attention to cooking temperature would be necessary.
First, he does not get this is a God Game.
Second, he does not get what is a "roleplayer" (lets ignore the fact you are not making a ingame avatar but creating a Sim) and just in case anyone is stupid enough to try to argue with me ... roleplay is exactly that, play a role but if I am playing the role of William Tell it does not mean MY (the actor) skills are the same of William Tell (the character) ... some dumbfucks think "roleplay" is using their (player) skills in some mini game and this lead me to ...
Three, Mini games are not replacement for skill system ... if there is a skill system then DITCH then, I tolerate mini games when they are used for breaking pacing and entirely optional but at least he did not directly mention what is the bane of current video games ... Simon-says mini games.
A lot of the issues with TS3 is because EA tried to appeal to people like him (the so called "gamers", I call then "proof we need eugenics") , its more of a "game" and that is why it fails.
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