| The Sims 2: Seasons | |
|---|---|
| Developer | Maxis |
| Publishers |
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| Platforms | |
| Release | March 1, 2007 |
The Sims 2: Seasons is anexpansion pack for the 2004life simulation video gameThe Sims 2, developed byMaxis and published byElectronic Arts. The fifth expansion pack for the game, it was released March 1, 2007.Seasons introduces weather and seasons to the game, as well as new gameplay features such as gardening, fishing, and supernatural human-plant hybrids known as PlantSims.
Seasons adds a definedseasonal cycle and various weather effects to the game. This cycle affects Sims' moods, relationships, skills, and needs, as well as the environment and objects. The introduction of gardening and fishing allows Sims to grow plants, catch fish, and use them for cooking, selling, or decorating, adding new in-game income streams and expanding the range of talents a Sim can develop.Seasons is also the first expansion pack to introduce a new in-game neighborhood, Riverblossom Hills, which is themed as a countryside town; it has six occupied houses and several pre-made families and characters.
ThoughThe Sims 2 was originally intended to include simulated weather during its development, unresolvablebugs resulted in these plan being shelved. Development forSeasons began in May 2006; it was reportedly a complex expansion to create. The soundtrack forSeasons featured real-world artists, particularly the British singer-songwriterLily Allen, who became the first musician to release a music video made using the game'smachinima functions.
Upon release,Seasons was a critical and commercial success. It was praised for its complex and intricate changes toThe Sims 2's gameplay, juxtaposed with the more visible alterations of previous expansion packs.Seasons has served as a major influence on later entries in the series; bothThe Sims 3 andThe Sims 4 have had weather-focused expansion packs, which have been compared both favorably and unfavorably to theSims 2 rendition.
The Sims is a franchise oflife simulation games developed byMaxis and published byElectronic Arts. It has sold over 200 million copies amongst all platforms and installments, making it one of thebest-selling video game franchises of all time.[1]The Sims 2, sequel tothe original, was released on September 14, 2004. It expanded upon the original game's features, introducing elements such as an aspiration system based around short-term and long-term goals; expanded character and neighborhood customization; and the ability for Sims to raise families, age, and progress through generations.[2][3]
All main entries in the series have had multipleexpansion packs, which add further gameplay options. Rather than being relatively simpledownloadable content, expansion packs for the first three games in theSims series substantially expanded upon the base game's life simulation;Kieron Gillen, writing forEurogamer in 2005, stated the first game's expansions "could have been expanded [...] into games of their own" and argued their complexity was a component in whyThe Sims had few competitors in its genre.[1][4] Eight expansion packs were released forThe Sims 2 between 2005 and 2008.[1][5]
Weather was an intended component ofThe Sims 2's base game. Thedemo version shown atE3 2003 included rain, as well as the ability for Sims to die of lightning strikes. During development, developers were unable to resolve a recurring glitch where it rained indoors, resulting in the feature's removal from the game. Whilemods allowed for rain to be restored, the feature would not be properly added untilThe Sims 2: Seasons.[6][7] Development forSeasons began in May 2006. According to an interview with the developers, it was a technically complex expansion to create.[8]Seasons was released on March 1, 2007, becoming the fifth expansion pack forThe Sims 2.[9]
The Sims 2: Seasons introduces weather and a definedseasonal cycle toThe Sims 2.[10] The cycle is determined by players on a per-neighborhood basis, making it possible to have the same seasons year-round or jump between them in an asynchronous order.[11] Seasons and weather both impact gameplay. In summer, winter, and spring, social interactions are more successful between friends, family members, and romantic partners respectively; in autumn, rather than a relationship impact, Sims build skills more rapidly.[12] Lightning can strike trees or Sims, setting the former aflame and potentially killing the latter.[11][13]
Alongside weather,Seasons adds gameplay features such as gardening and fishing. These allow Sims to learn new recipes, avoid buying food, or resell the products for a profit.[14] Unlike the simplistic flowerbeds in the base game, which only require occasional watering, gardening is based on a complex system where players need to regularly maintain their plants.[11] Fishing is possible on any lot that has a pond, including many backyards. Fish can be cooked, sold, or mounted on the wall, which increases their sale price.[15]Seasons incorporates the talent badge system fromThe Sims 2: Open for Business, adding two new badges for fishing and gardening;[12][15][16] ifOpen for Business is installed, Sims can run groceries or fishmongers.[11]
Unlike the first three expansions,Seasons lacks sub-neighborhoods, new gameplay areas that can be added onto existing neighborhoods.[11] In its place, it is the first expansion to add a new base neighborhood, Riverblossom Hills. Riverblossom Hills is themed as a "rustic" countryside town, contrasting with the base game's neighborhoods: the suburban Pleasantview, the desert Strangetown, and the Shakespeare-themed Veronaville. It has six occupied houses, smaller than any of the base game's neighborhoods.[17][18]Seasons is also the first expansion sinceThe Sims 2: University to add new career tracks,[19][note 1] introducing the Gamer, Adventurer, Music, Law, Journalism, and Education careers.[20]
Like previous expansions,Seasons introduces a new form of supernatural Sims. Sims which overuse pesticides can transform into PlantSims,sprite-like beings with green skin and leaves for hair. PlantSims have different needs and a different lifecycle to other Sims; they age directly from toddlers to adults, and their only requirements are Sunlight, Water, and Love, which function similarly to the normal motives of Energy, Hunger, and Social respectively. They can reproduce asexually, spawning new PlantSims, and receive gold-level gardening talent badges the moment they transform.[21]
Background music forThe Sims 2: Seasons was composed byMark Mothersbaugh.[22] In-gamediegetic music, following the practice for previous expansion packs, comprisedSimlish covers of songs by real-world musicians. The soundtrack featured British singer-songwriterLily Allen, covering her debut single "Smile"; other acts includedGov't Mule,the String Cheese Incident, andthe Veronicas.[23] Allen released amachinima music video for the "Smile" cover, the first official music video released for the series and the first official music video in Simlish.[24]
In February 2007,Electronic Arts announced their acquisition of the karaoke websiteSingshot. Three weeks later, they launched a contest for participants to upload their own Simlish covers of "Smile", competing for a monetary prize and the possibility of recording a Simlish cover for a later game. Winners would be selected by Allen.[25] The winner ultimately contributed an original song to thestuff packThe Sims 2: Teen Style Stuff.[26]
The Sims 2: Seasons received a positive reception on release; its aggregateMetascore is 78, indicating "generally favorable reviews".[27] Reviewers positively contrasted its gameplay additions with those of its predecessorThe Sims 2: Pets, holding that the expansion altered the underlying gameplay significantly.[10][28]Seasons sold over a million copies worldwide, becoming the third highest-selling PC game of 2007 and serving as one of EA's best-performing titles during an otherwise unsuccessful quarter.[29][30] Since its release,Seasons has been characterized as one of the game's more significant expansions[31][32] and noted for its influence on later games.[33][34]
Upon release,The Sims 2: Seasons was well received. J. Habib atIGN praisedSeasons as "one of the most significant" entries in the series,[28] while Jess Nickelsen atNZGamer said it "entertained [her] far more as a whole" than any other expansion pack.[35] Previous expansions for the game focused on new gameplay elements, whileSeasons was more oriented around changing the underlying gameplay itself. This different structure—focused less on "immediate gratification" and more on complex alterations toThe Sims 2's structure—was the defining focus of many reviews.[10][11][36]
Multiple reviewers praisedSeasons for its verisimilitude and complexity. Elements that drew attention included the impacts that very hot or cold weather had on Sims,[28][37][38] seasonal variance in Sims' moods and behavior,[35][39] and the complexity of the game's weather effects.[11][37] Habib felt thatSeasons "gives to your families the passage of time", marking the first time in the series thatThe Sims felt like a true generational life simulator; he described the expansion pack as a whole as "successful in every way" and a more significant revamp of the base game than its predecessors.[28] Alex Jeffreys atStrategy Informer concurred that "it would not be unfair to say thatSims 2: Seasons revolutionizes the game [...] it's a whole new world out there, a world where nature reigns supreme and your Sims must bow to its forces or suffer the consequences".[38]
Critics were more divided over the expansion pack's other additions, such as gardening and fishing. Mahamari Tsukitasa atGame Chronicles called such elements "surprisingly satisfying"[10] and Nickelsen described them as "the biggest breakthrough since working Sims were allowed to take days off",[35] while Andrew Park atGameSpot felt they failed to rise above "simple, relaxing busywork".[39] Dan Whitehead atEurogamer, in a mixed review, feltSeasons was "thematically confused [...] somewhere between a oversized object pack and an impressive weather systemtech demo".[11]
Critical analysis ofSeasons in the years following its release has positioned it as one of the game's more significant expansions. Jasmine Gould-Wilson atGamesRadar, in a 2023 comparison ofThe Sims 2 andThe Sims 4, calledSeasons "one of the most integral packs" to the former game; she criticized the markedly longer time it took forThe Sims 4: Seasons to come out relative to its base game, juxtaposingThe Sims 4's "half-baked expansions that never seemed to live up to our expectations" with the earlier game's more complex entries.[32] Gabrielle Castania, writing forTheGamer, similarly foundSeasons to be one of the most impactful ofThe Sims 2's expansions.[31]
The success ofSeasons amongst the game's fanbase influenced releases for later games. Weather-related expansion packs have been released for bothThe Sims 3 andThe Sims 4; Grant Rodiek, a senior producer atMaxis, referred to them as "fan favorites" and some of the most significant entries in the series.[33]Seasons has been held as a benchmark for later weather-related expansions. Its focus on "small, intimate gameplay details" over larger-scale "RPG-style" alterations was described by Petrana Radulovic atPolygon as a major element of the expansion pack's success, one she felt theSims 4 rendition similarly achieved. The relatively complex and detailed graphics ofSeasons were also positively compared to those in later releases, such as the more simplistic snow graphics of theSims 4 expansion.[34][40]
The expansion pack's PlantSims have become a recurring element through the series. They were reintroduced inThe Sims 3: University Life as a potential consequence of either eating "forbidden fruit" or participating in scientific experiments; forThe Sims 4, they were introduced in an update to the base game.[41] Melissa Bianchi, an assistant professor of communication atNova Southeastern University, analysed PlantSims through the lenses ofdeep ecology andecofeminism in a paper forGreen Letters: Studies in Ecocriticism [Wikidata]. She argued that PlantSims embody the "green society" aspirations of deep ecologists "both literally and figuratively", and that the game's treatment of human-plant hybrids as equal to humans presented a framework where "all life – regardless of its type – [has] intrinsic value". Bianchi called attention to the two premade PlantSims in the game being female, defining this design decision as an allusion tothe feminine gendering of nature.[42]