Forum Discussion
3 years ago
I love them. There are definitely somethings I would change or tweak, and I am still squaring them up against 4's vampires and their counterparts from 3 for my final conclusions. However, this is a strong pack with influences from the other two and some unique flare.
In fact, I just wrote a huge post in another thread all about it. If I can figure out the spoiler thing, I'll copy paste it over here, too.
In fact, I just wrote a huge post in another thread all about it. If I can figure out the spoiler thing, I'll copy paste it over here, too.
Spoiler
It is undoubtedly a great pack, and a great occult pack. Very easily topping Realm of Magic. Against Vampires, though, I am still weighing. I also need more time to determine how I feel about them versus their Sims 3 counterparts, even if they definitely look better aesthetically.
My knee jerk reaction tells me vampires are still more fun mechanically. They weren't able to recreate the fun balance of the vampire's weaknesses to make unique characters. Wolves have their temperaments instead, which basically act as weaknesses but are tied to the fury system as a punishment. They are supposed to be related to their normal personalities, but the RNG nature leaves a lot to be desired. Especially since 4's personality system isn't great, it doesn't seem to assign related temperaments well.
I do like the fury system, though. Quite a bit. It makes so much more sense than magic charge. They definitely combined influences from Vampires, RoM, and a little bit of unique inspiration. Also, just to address it, the temperaments at least do make wolves sort of unique so that easily distances them from spellcasters. Not to mention, they really doubled down on the aspirations to set them apart. Genuinely their own tab. I really enjoyed that sort of progression and want to see it implemented in more ways.
The BB and CAS are great. Moonwood Mill is a lot of fun. I know people want more lots, but I really love Forgotten Hollow because of how it felt and Moonwood Mill is that plus more world exploration and things to do. Then some of the little touches like howling toddlers and pets are amazing, not to mention the teething toddlers. I really wish vampires had more impact on children, and could access the shared occult CAS items.
The packs were also a cool mechanic, however I am probably the most tepid about it. Obviously we cannot design our own, although we can take them over or choose to be a lone wolf. There are options. I just haven't played enough to figure out if it is something I will still enjoy down the line.
Finally, the lore is a lot of fun. It is basically what Cottage Living tried to do but refined so it isn't beating you over the head. I've seen the prompts and the boxes. I love Greg's dialogue. It gives me a reason to explore, or I could just ignore it. The actual contents are certainly interesting. There are a few... Odder choices I somewhat reject, but that is probably just trying to carry RoM.
My knee jerk reaction tells me vampires are still more fun mechanically. They weren't able to recreate the fun balance of the vampire's weaknesses to make unique characters. Wolves have their temperaments instead, which basically act as weaknesses but are tied to the fury system as a punishment. They are supposed to be related to their normal personalities, but the RNG nature leaves a lot to be desired. Especially since 4's personality system isn't great, it doesn't seem to assign related temperaments well.
I do like the fury system, though. Quite a bit. It makes so much more sense than magic charge. They definitely combined influences from Vampires, RoM, and a little bit of unique inspiration. Also, just to address it, the temperaments at least do make wolves sort of unique so that easily distances them from spellcasters. Not to mention, they really doubled down on the aspirations to set them apart. Genuinely their own tab. I really enjoyed that sort of progression and want to see it implemented in more ways.
The BB and CAS are great. Moonwood Mill is a lot of fun. I know people want more lots, but I really love Forgotten Hollow because of how it felt and Moonwood Mill is that plus more world exploration and things to do. Then some of the little touches like howling toddlers and pets are amazing, not to mention the teething toddlers. I really wish vampires had more impact on children, and could access the shared occult CAS items.
The packs were also a cool mechanic, however I am probably the most tepid about it. Obviously we cannot design our own, although we can take them over or choose to be a lone wolf. There are options. I just haven't played enough to figure out if it is something I will still enjoy down the line.
Finally, the lore is a lot of fun. It is basically what Cottage Living tried to do but refined so it isn't beating you over the head. I've seen the prompts and the boxes. I love Greg's dialogue. It gives me a reason to explore, or I could just ignore it. The actual contents are certainly interesting. There are a few... Odder choices I somewhat reject, but that is probably just trying to carry RoM.
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