Checking out the Wiiās SimAnimals Africa at an EA press event last week offered what I imagine would be the same feeling Iād get standing in a restroom for women. Should I really be here?
Letās stretch and use a metaphor that is slightly more suitable for a game that transports players into the Sims version of Africa: I was on safari.
More honestly, I was on the top floor of EAās triple-decker showcase of late 2009 and early 2010 games last week and got roped into a demo. Why not? When it comes to games, Iāll try anything.
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Who knows what exotic discoveries might be in an game targeted, I guess, to kids and is part of EAās new trend of whiplash-fast Wii sequel development. This game was made swiftly. Itās slated for October 27 release, nine months after SimAnimals, set in North American woodlands, was released on Wii. (Over my shoulder from SimAnimals Africa, Novemberās EA Sports Active More Workouts, was on display; its predecessor went on sale in June.)
The game has players trying to take control of animals and restore balance to the Tree of Life. You do this, I was shown, by, say helping a crocodile eat gazelles, an action that I could see interesting more than just the kid audience. The gameās superbly-named executive producer Sam Player showed me how he could swim a croc toward some cute gazelles, and almost snatch one in its jaws. He missed, but he found easier prey in deeper water where a zebra was taking its final swim.
Like sex in The Sims, zebra-eating in SimAnimals Africa is censored. A puff of clouds obscured the crocodileās attack. The law of the jungle ā or the savanna ā has seldom seemed so cheerful. Nevertheless, a bit of animal-to-animal violence has some standout appeal in this season of mostly man vs. aliens/terrorists/dragons/Italians. (Sadly, this interactive nature film does not feature an announcer whispering about the animal attacks, in English or in Simlish.)
The beast battles might have a core Kotaku appeal. Iām not as sure about the SimAnimalsā animal-petting, which is necessary for getting animals to do the playerās bidding. The eating, the petting and some mini-games help raise various animal attributes, which is what earns the SimAnimals series its first syllable. You can make an animal stronger. We did something different. We raised the crocās charisma for reasons I wish I could remember why. The controllable animalsā hides bear markings that represent their attributes. So you can tell at a glance of its body what kind of qualities your croc has. Thatās a nice touch of avatar attitude expression which games such as Fable ā and not much else ā have dabbled with as well.
I was shown one mini-game that had the croc jumping to eat icons scrolling in from the left, a sort of rhythm-game lite. A more desperate writer might refer to it as Croc Band (not I!).
For the mini-games and for deep-water zebra-hunting, the SimAnimals controls involved common shakes of the Wii. I guessed that this game was prime MotionPlus material, being both a Wii sequel and a game that was developed during the final months right before and after the release of Nintendoās latest peripheral. Sam Player told me the team looked into supporting the device but realized that their target audience wasnāt right for the degree of control MotionPlus enables. Litttle kids donāt do finesse, I realized. Nor do some African animals.
Before last week, I could have put the existence of the SimAnimals franchise in the same mental category as the death of an old celebrity I havenāt heard about in a while: Something that sounds like it might be true but also could just be a really good guess. The Sims brand certainly does pollinate many varieties. (Is there a SimCars yet? A SimRestaurant? I will not cheat by checking Google.)
We can judge soon. The gameās release on October 27 should help prove whether the move to Africa has improved SimAnimals. Iām happy enough to know right now that the fall has this added ingredient of happy animals herding with and chewing on each other.
Iām glad I stopped by.