Polygon: The Sims 4 Preview/Overview

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No doubt, Kim-Jong Un has a thing or two to teach us all about setting packs of wild dogs on disobedient family members. But today I am inclined towards tickling the ivories, and so Elton gets down to the business of augmenting me as a piano player.
 
This is The Sims 4, a fantasy world of personalities and desires, a simulation of the endlessly improvable self. Since the series came into this world 14 years ago, it has been tweaked and updated by Maxis and Electronic Arts, moving from a basic game of fulfilling human needs, to something that seeks to make a play-thing of our emotions.
 
Many games are called “sandbox,” meaning that they supply the toys and the environment, and all the player to do the rest, but few take this doctrine quite so seriously as The Sims 4.
From the beginning, players create an avatar with a graphical visualization tool that leaves sliders and menus in the dust. Players pinch, squeeze and mold their Sims, right down to the tiniest detail, including gait. This allows the creation of characters who look like real world counterparts. For some disgracefully talented and creative people, this is essentially the whole game.

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