For those who have bought and played with the pack. Scale 1-10 relative to the rest of the DLC: World Aesthetic Uniqueness World Replayability World Size Build Buy Aesthetic Uni...
World Aesthetic Uniqueness: 7/10 It's another forested world, but the run-down areas, sewer system and run-down stuff set it apart from everything else.
World Replayability 6/10 The tunnels are fun, but they're not a big draw. Teleporting is helpful, but it's not fun gameplay. There aren't a lot of harvevestables, which will either help or hinder Rags to Riches gameplay depending on how difficult you want it. Other than that, it's basically like most other worlds.
World Size 3/10 There are only 5 lots, and only a couple of them are suitable for housing imo. You're encouraged to keep the bar and library lots what they are with minimal changes, so that gives you less room.
Build Buy Aesthetic Uniqueness: 8/10 A lot of great run-down items. It's such a breath of fresh air from all the clean, modern or cozy stuff we usually get. Not only that, but we have some fantastically weathered stuff. It's great. We even got some artsy stuff for regular builds.
Build Buy Usefulness and Reusability: 7/10 I play a lot of Rags to Riches and stories where families are on the poorer side, so I'll be using these items a lot. But they'll also be great for storytelling, or stuff like the Apocalypse challenge. It's not for everyone, and most of the stuff won't fit in with the average build, but you can still get a ton of use out of it.
Build Buy Quantity of Content: 6.5/10 The items we have are great, but I kind of wish we got more. Especially environmental items; there aren't a lot of scratches and cracks, so building a scuffed-up location can get repetitive without Vampires installed. But it makes sense, given their budget.
CAS Aesthetic Uniqueness: 7.5/10 On the one hand, we got some great ripped-up clothes, cool hairs, much-appreciated scars, and wolf-themed goodies. On the other, we have a lot of bulky jackets and more cozy knitwear. But special shoutout to those broken shoes that expose your feet. They're so trashy, in a good way.
You can't play with a werewolf's face as much as you can with a vampire's, but you can paint them and make really unique stuff. Buuut the eyes aren't as unique as the vampires', and most of them look off. It's a mixed bag. I prefer making vampires, but artistic types would probably enjoy the werewolf canvas a lot more.
CAS Usefulness and Reusability: 6/10 The ripped-up stuff is great, but not suitable for most gameplay. (It'd be good for castaway stories, though.) I also saw this great great GREAT half-tucked plaid button-up that would be great for my blue-collar worker sims, but they ruined it by putting a fancy turtleneck under it. Like I know other people won't have a problem with it, that just ruined it for me.
But yeah. It's niche content. But we needed this niche, so I'm not complaining.
CAS Quantity of Content: 6/10 I wish we got more bandages and torn clothes. The bandages are especially annoying because you can't use them all together. Like my left hand can't be injured if my right hand is?
Gameplay System Uniqueness: 6/10 It uses a lot of the vampire/werewolf structure, which is perfectly fine imo. The pack gameplay is unique (I think; I haven't gotten to it myself), and they play differently from other occults. They're not as exciting though.
Babies and toddlers howl. It's a minor thing, but I love these little details.
I appreciate the lore that went into this pack. It's great. And I like that they included cross-pack interactions with other occults. Though the vampire-werewolf animosity gets annoying when you have a game with a lot of occults.
Gameplay System Depth: 6/10 (Tentative) Werewolves are delightfully self-sustaining. But a lot of their perks aren't that interesting. Like, going to the washroom outdoors and taking a nap on the ground are perk unlocks, and it feels like that was done just to fill out the perk panel. But I love the idea of perks that unlock based on your actions.
Rampages are kind of ehh, like I was expecting my sim to go completely wild. But it basically locks you out of most interactions and leaves you to act like a big puppy. It's anticlimactic.
The score can go up or down, depending on how good the pack gameplay is. That seems to be a major feature.
Gameplay System Replayability: ?/10 I haven't fully explored everything yet, so I can't say. But I could see myself coming back to this occasionally. Vampires are the most fun occults to play with, but because of their weaknesses and limitations, I can't incorporate them into most of my gameplay. Werewolves have limitations that are easier to weave into my regular gameplay, and it can be pretty fun having to deal with their interruptions and quirks.