The Sims: Makin’ Magic Review

Nebojsa Radakovic
The Sims: Makin' Magic Info

genre

  • N/A

players

  • 3 - 3

Publisher

  • EA

Developer

  • N/A

Release Date

  • 01/01/1970
  • Out Now

Platform

  • PC

rating

And for my last trick…

Although the much-awaited Sims
2
lurks upon the horizon like a big, much-awaited lurking thing, Maxis and
EA have set out to prove that there is still life left in the original by releasing
Sims: Makin’ Magic. This seventh and final expansion proves their
point admirably. Indeed, there is life in this old game…it may need a Rascal
to get around these days, but, by Crikey, it still has a bit of spark left in
it.

There’s
a good deal more to Makin’ Magic than you might expect. In
addition to a herd of new furnishings and building materials, this expansion
brings new depth to your Sims’ homes and lives. Sims can now truly say goodbye
to city life and make a fresh start with butter churning and nectar brewing.
And they can also compliment those homemade preserves they’ve been making with
fresh bread they’ve baked from scratch in their new baker’s oven. Or try their
luck at bee-keeping and attempt to eke out a living with beeswax and honey.

In fact, there is a far greater variety of stay-at-home money-making ventures
here than in any previous version. Although perhaps not as prestigious or lucrative
as, say, a career in Government, these other activities are at least hands-on
and Sims are not obligated to engage in a ton of chin-flapping and ego-stroking
with their neighbors to make their way in the world.

Of course, that’s just an added enhancement; the real draw of Makin’
Magic
is undeniably…makin’ magic. And like every endeavor in The
Sims
, it is a balancing act between indulging your Sim’s personal ambitions
and the more prosaic obligations of their bladders.

The best way to begin your magical career is by employing the aid of a couple
of flunkies – throwaway Sims who will spend all of their time churning butter
and farming a garden to further the wizardly aspirations of a magic-using dilettante.
The creators of this expansion apparently recognized the limitations of their
Sims and have thrown in a cloning spell to ease the financial tensions on the
homestead. Magic-using Sims can also create minions to help around the house.

Of course, the more Sims there are in a household, the more meters there are
to manage and you’ll need to find creative ways around this angle, such as communing
with pets to pump up a deflated social meter or concocting plenty of blue replenishing
potions. Yet these perks exist only for those of us who got suckered into buying
the previous expansions. Other players will remain slaves to their Sim’s meters,
which can drastically slow down any forward momentum in the magical arts.

In fact, the demands of your Sim’s bodily functions are so, well, demanding
that it’s almost impossible to maintain a career while delving into spellcasting.
As well, the creation and collection of ingredients for spells and charms is
like a full time job, minus the pay. Some ingredients can be grown, some can
be made, some can be harvested, some are available for purchase with Simoleons,
and some, like Pegasus Feathers, can be won in magic competitions. These ingredients,
like everything in The Sims, must be earned or at least sought
out. Don’t expect your Sims to mutter a few words and have the powers of the
gods sparkling at their fingertips.

To
obtain quite a few of the ingredients for spells as well as baking supplies,
a trip to the new Magic Town is required. This is yet another area outside the
immediate neighborhood in which Sims can amuse themselves. In addition to embarking
on some rather dull “quests” for goodies (i.e., touching toadstool races, dispersing
waist level clouds, and cheering up other Sims), Sims can purchase obscure ingredients
with coins gained through magical duels and performances, or even save their
coins up to buy a magical mansion they can call home. Magic Town, like all areas
in The Sims, consists of a variety of lots that can be bulldozed and rebuilt
to the player’s specifications.

While it is pretty cool to have so many different areas in which to build,
it is not very cool to have limits on which items can be used in certain areas.
Also, it would have been very, very cool to finally have a hub where Sims from
different neighborhoods could meet; after all this is the final go-round
of The Sims. Sadly, it wasn’t meant to be. The different neighborhoods
in The Sims are distinct and separate versions of the same
space/time reality…or something like that.

To facilitate a career in magic, Sims are given a magic starter kit which
includes, among other things, a spell book. The book contains a list of ingredients
in various combinations which, when tossed into the Wand Charger or the Charm
Maker, produce various results. It is up to the wizard in the crowd to divine
the consequences of any given combination. It might be something their little
hearts have always desired, but then again, maybe not – every spell cast is
capable of backfiring. Aside from unlocking the answers to the spell formulas,
there isn’t much of a goal to Makin’ Magic.

Note that I’ve been using the term “magical career” loosely. There is no advancement
scheme for dabbling with magic. Unfortunately, a given Sim with a yen for thaumaturgy
will not progress from Prestidigitator to Illusionist to Alchemist
to Elementalist to Necromancer. The game would have been quite a bit cooler
if this were the case. No, your Sim will just know the results of mixing certain
combinations in their spell book. Ho-hum. Still, it is fun to watch your Sims
create spells and charms and witness the results of their interference with
the laws of nature.

I suppose it is fitting, or at least ironic, that a game which began as a send
up of reality would end as a send up of “surreality,” where characters can now
pitch themselves into rabbit holes to gain access to Magic Town and while away
their time engaging in magical duels or purchasing some obscure ingredient to
help turn their pet cat into a Sim they can cuddle with while watching TV. While
certainly not the most inspired of concepts, it’s still quite fun to explore,
experiment and integrate the game’s additions into your Sims’ world even after
the novelty of its spells wears off.

 

REVOLUTION REPORT CARD

3
Rating
More depth and objects
New stay-at-home ventures
Still fun
Still overburdened by meter management
Still unable to bring neighborhoods together
No advancement scheme for magic