Sunday, March 27, 2011

Medieval Sims test on PC

In Medieval Sims, the player has never assumed the role as enviable living god. From the beginning of the adventure, it makes you realize it's time to shape the course of these stupid humans by controlling turn ten heroes to unlock as and when, in a Kingdom in full heart of the Middle Ages. The first two hours of play you familiar with this new system, thanks to a tutorial a bit daunting, but necessary. Because it will no longer manage the life of a Sims or his family by ensuring that their little trivial needs are met, at least anymore. We'll see more, and think the Kingdom as a whole, it is certainly the first impression that emerges from the title, before settling our little habits ... You will not have to build your kingdom, which surprises by its small size and poor quality of its surroundings. And you'll quickly realize that the game is more focused on the customization of buildings and their decoration. If a user is present cabinet and includes tools and objects (a bit limited in number), in practice, it will tend to settle for the original award, the interest of the title based elsewhere, including the appearance of objectives, and management-light-your kingdom. From the beginning of the game, you will also choose a first goal for the overall objective among twelve, a sort of carrot motivating you to read, like "build eight buildings (mandatory target for your first game). Ambitions will then advance your kingdom between fame and conquest of neighboring territories.

But without a ruler to govern, your territory will not be worth a nail. You choose one of the available models of Sims, or create one from scratch, using the creator of Sims inherited from previous episodes. No scenery, the same kind of tools is present, to alter the look of your character. Three traits should be selected, both positive and more negative as coward, cruel or boorish. They induce changes in the behavior of your heroes in the way of life, bring in new topics of conversation ... and make some changes especially when your heroes lead to some good quests. For, and that's one of the major innovations of this opus, the game basically revolves around numerous quests to select, then make, and this in various ways, depending on the hero you've unlocked in namely the sovereign, the knight, the merchant, the bard, priests and jacoban pétérien, the spy, the sorcerer, doctor and blacksmith. Only way to access them? Mode is the Kingdom, one of three modes available (the others being furniture and Life), you can choose which buildings to build, by spending the points from the UK you have obtained by completing quests. But do not you pack, your talents, a major manufacturer will not severely tested so far, as well as your talents as a decorator. Medieval sims do not allow you to build anything using the tools introduced in previous episodes, and everything will therefore automatically. Some buildings are associated with heroes, which can then be created, and playable in the way of life, but only at the completion of quests that affect them.

You can not control other sims that those involved in the quest underway when you are in the lifestyle. Each task can be approached in various ways, depending on the hero you have in your possession, and some will even appeal to many characters. Suffice to say that the player has any interest to release them quickly in order to multiply the possibilities, and therefore the variety of gameplay . Each search costs points quest, but, if successful, you will win points from the UK (allowing to construct buildings), Simoleans and experience points, directly related to the hero concerned with the quest. These successes also affect the characteristics of the Kingdom, shared well-being, culture, security and knowledge. The player can then consciously choose his quest based rewards to get, but we will soon realize that this aspect is not dominant, and even has an interest on. In practice, it confines itself to chain quests in welcoming the development of his little kingdom, but without really attach more than that.

So in lifestyle that we spent most of our time, controlling a Sims (or even in more advanced quests using their various skills). Sims universe requires, every gesture of their small creatures may be driven from the changeover to the bathroom to play cards with friends. But while this aspect daily life has been emptied of its marrow, leaving room for activities related to quests. Only two gauges, no binding, were conserved, energy and hunger. Your Sims have, as in The Sims 3, states of mind affecting morale, and he can still go about their business, meet, seduce, marry, give birth ... without all these actions do really satisfactory, as they seem empty and unexciting interest, where the other episodes of The Sims were able to give us the impression of controlling the destiny of our Sims. A system of business is yet in the game, and every day, two tasks must be performed so as not to lower the morale of the Sims in question. They never proved exciting, and there just seem to believe that the player is not obliged to concentrate solely on his quest, and he can still attend to his other occupations. Indeed, it is not obliged ... would it still feel like he has. The aspect of "everyday life" really missing interest, blame the lack of evolution of our characters (despite the presence of ten levels in each profession, to be achieved through the points of evolution), it will be resolved quickly so our quest to solve one after the other, quite systematically.

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