The Sims, PC CD-Rom, £39.99
When Maxis unleashed Sim City about a decade ago, few expected it to be the huge success it turned into. It was a game with no ending; the player couldn't beat it; there was nothing to shoot at or hide from and it didn't feature any obscure puzzles.
In fact, it was unlike any previous game - if it is a game at all. It starts with a green-field site and within hours puts the player in charge of a sprawling metropolis. The water system, taxes, pollution, housing, airports, traffic, fire department, police and health systems are the player's tools in building a better city.
A few years later Sim City 2000 was hailed as an even better "game" and sold by the truckload. To exploit this, Maxis released all kinds of Sim games, including such obscure titles as Sim Tower (managing elevators was the primary task) and Sim Ant (build a colony and fight the other ants). Some of these simoffs were good, but none matched Sim City.
Sim City 3000 followed, promising to take the idea further. Before its release it was expected to allow the player to delve into the buildings in the city and to see life from ground level. This never materialised and Sim City 3000 was just like 2000 with some extra bells and whistles.
In all three Sim Cities the game is to look after the cities and their people. The latest game puts the player in charge of a family in a neighbourhood. It is a fascinating idea, a brave one, and different enough to rejuvenate the format.
The first thing is to get a job. The player can read the newspaper for one job offer a day or buy a computer and scan the Web for lots of jobs. Having found one, the computer can be sold until the family budget will stretch to buying another. You get the picture, this game bring the Sim idea down from citywide power to running a family.
When the Sims (the characters) go to work you don't see them and time passes more quickly. You know what they work at, but the only way to help them get promotions is to make sure that they are in good form every day as they go to work. Different jobs require different skills, so buying a chessboard and playing on it will help logical ability and might lead to a job as a scientist. Playing the piano and painting increase creativity; while looking in the mirror (sim-politicians can practise speeches in front of it) increases charisma; working out improves the body.
All work and no play makes a Sim fed up. They have eight basic needs - hunger, comfort, hygiene, bladder, energy, fun, social and room - which must be met. If a Sim isn't directed to the bathroom when necessary, accidents can happen. Dancing, playing games, or playing with other Sims keep their fun levels up. Plenty of space makes them fell less confined, while showering, washing hands, brushing teeth and cleaning dishes increases their hygiene attributes.
The complexities don't end there. You can propose marriage or be proposed to. Once the latter happens, you can reject or accept the proposals. In fact, you can get married more than once and this doesn't seem to be as much of a problem as might be expected. Having children, adopting a child or choosing not to have any is another decision to be made.
There are likely to be problems if Sim Tom decides to "rub the back" of the woman next door, or to "kiss" her, while his partner is present. More general socialising is important in the game though, and you need to phone friends, have them around for a drink and keep in contact to avoid losing them.
Bad things can happen. Fires, floods and burglaries are among the disasters that can befall a Sim. If they are not fed enough they die, and electrocution and fire can also be fatal. In case of death, a tombstone can be placed where you see fit.
In short, this "game" drags the player deep into the lives of the Sim family. Shifting the focus from city to sitting room gives a great new edge to the Sim genre and, for those with the interest, makes an absorbing hobby. Recommended.