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The Sims 2 is a 2004 strategic life simulation video game developed by Maxis and published by Electronic Arts. It is the second major title in The Sims series, and is the sequel to The Sims.[1] The game was released for Microsoft Windows on September 14, 2004, and a port for MacOS was released on June 17, 2005. Eight expansion packs and nine "stuff packs" were subsequently released between 2005 and 2008.[c] In addition, versions of The Sims 2 were released on various consoles and mobile platforms, including the Nokia Ovi Store. A sequel, The Sims 3, was released in June 2009.[2][3]
The main part of the game is to lead a Sim from the start of life to death. A Sim will be born when a female Sim and a male Sim try for a baby several times. The mother will spend 3 Sim days (each day lasts 24 minutes though time can be sped-up) pregnant before giving birth to a baby.[9] During Pregnancy, the belly does not expand gradually. Instead, every day, it "pops" to a bigger size. Players can name the new Sim upon birth. The baby's appearance and personality will be based on the genetics of its parents (though the baby's appearance is hidden until it becomes a toddler). Babies can also be adopted by calling adoption service on the phone, even by single parents, old age sims or same-gender couples. The baby will change into a toddler in 3 days, and 4 more days for the toddler to change into a child. After 8 days, the child grows into a teenager, and will live 15 days before changing into an adult. After 29 days, the Sim will become an elder. An elder will eventually die; the length of this final stage depends on the aspiration bar when they become an elder.
Graphically, The Sims 2 is more detailed than The Sims and lets players view its world in full 3D. This is a change from earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, as the camera was in The Sims. In The Sims, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique, and Sims can smile, frown, and blink. The player can adjust a Sim's features in the in-game Create-a-Sim tool; for example, noses can be made to be very large or very small. Texturing is achieved through use of raster images, though it appears more lifelike.
On July 16, 2014, Electronic Arts announced the end of support for The Sims 2. As a response The Sims 2: Ultimate Collection was released at the same time as a limited time offer. The game became available for free download from Origin exclusively following an announcement by EA that they would no longer be supporting the Game.[25] This offer ended at 10:00 PDT July 31, 2014.[26][27][28]
On August 7, 2014, Aspyr Media released The Sims 2: Super Collection as digital download exclusively available at the Mac App Store; the game was updated for OS X Mavericks, 4K and Retina. This compilation only includes the first six expansion packs and the first three stuff packs. Aspyr stated they were unable to include the remaining packs for the game due to licensing conflicts with EA. Like the Ultimate Collection, no new updates on when the remaining packs will be released separately or as a single add-on to the Super Collection have emerged.
In later expansion and stuffpacks, well-known recording artists provided "Simlish" versions of their songs for the in-game radio stations, including Depeche Mode, Kajagoogoo, Lily Allen, Datarock, Plain White T's, and Katy Perry, among others.[29][30][31] "Pressure" by Paramore, "Don't Cha" by The Pussycat Dolls, "Good Day" by Tally Hall, and "Like Light to the Flies" by Trivium were among the songs re-recorded by their original artists in Simlish for the console version of The Sims 2.[32]
The Sims' creator, Will Wright, was recognized by being nominated at the Billboard Digital Entertainment Awards for Visionary and Game Developer.[45] The game was also nominated for two international awards in 2005.[46][47] The Mac version of the game won an Apple Design Award in 2006.[48] Computer Games Magazine named The Sims 2 the sixth-best computer game of 2004. The editors wrote that it is "more of a game and less of a dollhouse [than The Sims], but it remains a celebration of the beauty of the mundane." It also won the magazine's "Best Voice Acting" award.[49]
The Sims 2's malleable content and open-ended customization have led to controversy on the subject of pay sites.[59] Custom content is distributed through independent websites, some of which charge for downloading materials. Charging money for custom content is considered a violation of the game's EULA,[60] which prohibits the commercial use of Electronic Arts' intellectual property.
The console versions of The Sims 2 featured local splitscreen multiplayer, a story mode and an option to control game characters directly, as opposed to queuing options as is traditional Sims gameplay. In this videogame, you cannot have children nor age, but you are only adults (excluding elders), even though you can get married. You must earn aspiration points to unlock rewards by filling up your "goals" which will also be needed to complete story mode. Story mode is a sequence of multiple levels along with developed storylines which each character asks you to fulfill wants that pertain to their story. There is also a sandbox mode where you can live in a preset family or build your own.
The three handheld versions of the game are completely different among themselves, unlike the home console versions of the game which are virtually identical to each other. All three handheld versions take on more of a linear storyline.
The Game Boy Advance version of The Sims 2 takes place in Strangetown, and shares a similar GUI to its predecessors (The Sims Bustin' Out and The Urbz). Players are guided through a goal-oriented game based on the reality television concept in which partitions of the game are divided into "episodes". Characters from the previous handheld sims games also appeared.
The Nintendo DS version of The Sims 2 begins with the player's car breaking down in Strangetown. Upon arriving, an anonymous donor grants the player the deed to a hotel which can be operated and customized at the player's discretion. The player's job is to bring life back into Strangetown by encouraging people to come to the hotel, which players can do by upgrading it and making the guests happy. There are several ways in which a player can make Strangetown a nicer place, but is up to the player to find them. Unlike most games in the Sim series, this one takes place in real-time.
The PlayStation Portable version of the game is played in third person, much like the Nintendo DS version. The game contains elements of role-playing games and has more of a solid storyline the player is required to navigate through in order to unlock most of the things available in the other versions. The option to build your own home is replaced by a pre-built home where you can customize the furniture and decor. Conversations and jobs are carried out via a mini-game function. The player's character does not age, nor are they able to marry or have children, but they can have a significant other and "WooHoo". Relationships are mainly used for the point of solving goals, though a close friend may move in with the player after progressing in the game. When the player completes a goal their sanity meter, represented as a Plumbob, will fill up slightly and if the player actively doesn't complete their goals the sanity meter will rapidly deplete until the player is hospitalised or abducted by aliens. The player can also earn "Sanity Points" by completing goals which they can use to unlock special perks. Another feature unique to this, and the Nintendo DS, version are "Secrets" which the player can find scattered around Strangetown or by socialising with characters. 2ff7e9595c
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