A few months ago, Electronic Arts and Maxis invited us to change air with The Sims 2: Castaways, an episode specially developed for home and portable consoles. Due to a realization that lacked conviction and a total absence of script, the title quickly turned sour, and by 40° C in the shade, the smell quickly came nauseating. This time, with their past experience and the presence of two new stories, the creators of the series will try to reconcile us with a series that is seriously starting to go around in circles. Before embarking on the adventure, the player therefore has the choice between two imposed stories: that of Jeanne, a former city dweller who found herself stranded on a beach with only a trunk and an axe, and who will try to rebuild his life in the middle of white sand and ferns. On the other side, we have David who will also have to face the inconveniences of a desert island where wild animals and other annoying insects coexist. Our man will therefore do everything to regain civilization and it is up to the player to bear this heavy responsibility.
Into the wild
Despite a radical change of universe, a Sim remains a Sim and the latter requires a minimum of care and management to avoid sinking into depression or fainting at the slightest sunstroke. Making your Sim happy is therefore one of the most essential values in the game. As always, you must constantly monitor your mood gauge, which is characterized according to several criteria: appetite, comfort, small needs, energy, distractions, social life, hygiene and environment. The same parameters that we found when our Sims lived in society. Nevertheless, all its extras also work in the middle of nature, even if I agree, certain situations quickly turn ridiculous. Forcing your Sim to backtrack and return to their camp just to urinate in the middle of the hunt is frankly comical. Obviously, relieving yourself in nature is something you can afford when you have left civilization. On the other hand, other more interesting aspects, such as the fact of having to talk even to the local animals in order to keep a certain mood, is reminiscent of the film Cast Away with Tom Hanks, forced to talk to his volleyball so as not to end up like a voiceless old vegetable. So many little details that make the difference.
Once his Sim has taken his bearings, he will have to fulfill objectives or make a career, to use the term used in the game. There are three in the game and it is distinguished by their activities: manufacturing, harvesting or hunt. But that's not all ! Collect edible fruits, cut wood or bamboo, go fishing or hunting, these are basically the daily occupations of his Sim. By following the famous adage "work is health", the latter will therefore develop the skills necessary for his survival. Cooking, mechanics, charisma, physics, logic, creativity, cleaning, we may live in the middle of nowhere, the reflexes of everyday life return at a gallop. In the absence of money (or rather Simoleons), it is through barter that we will be able to exchange goods and obtain other resources. A whole new way of life is reconstituted in the middle of this fauna and flora which allows a change of air. If The Sims: Stories of Castaways offers a breath of fresh air, thanks in particular to its exotic environment, the fact remains that the notion of survival implied by its title and its concept is relayed in the background. Because food appears in abundance and wildlife is not overly hostile, our beings eventually live their lives without having to fear danger or lack of food. It would indeed have been welcome to bring more challenge in order to have the feeling of reliving a missed episode of Koh-Lanta.