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What’s the Story?

Reviewed by Aaron Lazenby

THE SIMS 2 FOR PSP strands you in Strangetown, a desert city populated with ghosts, aliens, psychics, and mad scientists. When your car (and the auto shop it was in) suddenly disappears, you're forced to wander Strangetown's five neighborhoods in search of secrets and clues about what's really going on in this curious city -- and then get back on the road. Players customize their avatar, designing his or her face, hair, clothing, and aspirations before setting them loose to interact with Strangetown's bizarre residents. This version of The Sims 2 changes the social game: You build your relationship with other Sims -- and increase your influence over them -- by quickly matching an icon with one that represents your counterpart's conversation, maybe even getting them to share a secret.

Is It Any Good?

2

What the portable Sims trades in freedom (there are no jobs or families, no ability to write your own back story or let your Sim wander on its own) it makes up for in story. Strangetown is built on an amalgam of paranormal myths and feels like a lighthearted X-Files. Settings and graphics are nice enough, and the sound does an excellent job of setting the mood -- something along the lines of a campy 1950s B-movie.

The Sims 2 loads game features on an ongoing basis -- players spend as much time waiting for something to happen as they do playing. On top of that, success in the social game -- and in various Mini games -- comes down to well-timed button pushing. When the game hangs for several seconds as data loads, timing gets thrown off, Mini games are lost, and frustration ensues.

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