You select a quest and choose the heroes to undertake them, but the tasks are far from compelling. You start by creating the kingdom’s monarch, but you’ll eventually be able to create a variety of heroes, including spies, wizards, and priests. These new features provide a few fun moments, but they aren’t refined or engaging enough to support an entire game. It tries to give you the satisfaction of leveling up heroes, but doesn’t give a sense of improvement. It tries to provide strategic kingdom-building, but it doesn’t go far enough. I’m glad that EA is trying something different with the Sims, but the move away from familiar territory often leaves Medieval caught between two styles of gameplay without mastering either. The Sims Medieval veers away from the traditional open-ended gameplay that made these highlights possible, relying instead on hero-based quests and kingdom management that left the Sims fan in me unsatisfied. Public humiliation, opulent homes, and shattered dreams are what I remember most from my time with a Sims title. The games aren’t just about guiding an imaginary person to social success or financial ruin the narrative you wrap around your sim is part of the fun. The Sims series has a long tradition of letting players create their own stories.
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