07 Dec 2005
07 Dec 2005 - PlayStation Portable
09 Feb 2006 - PlayStation Portable
13 Jan 2006 - PlayStation Portable
The PlayStation Portable version of the game is played in third person. The game contains elements of role-playing games and has more of a solid storyline the player is required to navigate through in order to unlock most of the things available in the other versions. The option to build your own home is replaced by a pre-built home where you can customize the furniture and decor. Conversations and jobs are carried out via a mini-game function. The player's character does not age, nor are they able to marry or have children, but they can have a significant other and "WooHoo". Relationships are mainly used for the point of solving goals, though a close friend may move in with the player after progressing in the game. When the player completes a goal their sanity meter, represented as a Plumbob, will fill up slightly and if the player actively doesn't complete their goals the sanity meter will rapidly deplete until the player is hospitalised or abducted by aliens. The player can also earn "Sanity Points" by completing goals which they can use to unlock special perks. Another feature unique to this, and the Nintendo DS, version are "Secrets" which the player can find scattered around Strangetown or by socialising with characters.
The game begins with the player's character driving through the Strangetown desert, presumably the "Road to Nowhere" in their car, when suddenly a flying green diamond (Also known as the Plumbob, the marker and logo of the Sims games) flies past the player and causes them to lose control of, and damage, their car. Fortunately, the player finds a gas station. The player takes their car into the garage. At that point the player takes control. The player is introduced to a vehicle mechanic named Oscar who, after a brief tutorial in teaching the player how to talk to NPC Sims, informs the player their car will only take a short while to fix. The player is then free to roam around the gas station, and after being introduced to some more NPCs, including Bella Goth, who claims to be abducted by aliens, completing tasks and being taught the basic objective of the game which is "Secret Hunting" for the store clerk. The player then exits the shop only to find the garage around the back has completely disappeared along with Oscar and their car, with only the foundation of the garage remaining. The only thing left from the disappearance is a cell phone, which the player answers and a man named Doctor Dominic Newlow offers the player a job, requiring him or her to get a ride into town and find a place to stay. The player informs Police Deputy Duncan about the situation who replies that he can do nothing about it and suggests the player find a place to stay. After having bought Bella's house for pocket change and getting donuts for Deputy Duncan (which happen to have been found in the trash), the player finally gets a lift into Strangetown's Paradise Place, only to find more tasks and mysteries.
Tiene un enfoque centrado exclusivamente en lo paranormal. Es decir, a diferencia de las otras versiones donde lo paranormal se mantenía en segundo plano, en esta versión es el principal atractivo.
El problema es que al querer mantener las mecánicas de los sims centradas en asegurarse que las necesidades de tu Sim están abastecidas, se vuelve un tanto agobiante al limitar el avance en la historia.
Se plantean una serie de deseos de tu Sim (Saludar a alguien, pintar, bailar...) que se deben cumplir para mantener el núcleo vital de tu Sim al máximo nivel posible.
A mayor nivel mejor rendimiento. Pero muchas veces es imposible cumplir dichos deseos porque te encuentras en un sitio diferente o porque simplemente no tienes los medios necesarios para llevarlo a cabo. Si necesitas bailar y tu núcleo vital está bajo, si no tienes una radio estás jodido. Si necesitas jugar y no hay un ordenador cerca, igual. Y muchas misiones requieren de un núcleo vital alto.
Tras varias horas de juego, no he sentido que el juego me ofreciese razones suficientes para seguir jugándolo. El humor es bueno, pero la historia se siente demasiado absurda y en un primer momento consiste únicamente en ir de un sitio a otro, interactuar con algo y volver a hablar con la persona correspondiente. El apartado característico de los Sims pierde, por desgracia, mucho fuelle a causa de las limitaciones de la portátil.
Prefiero las versiones de sobremesa.
Aún así, admiro la innovación y el querer ofrecer un producto a la altura del original.
PD: Gracias Stepaa por la recomendación de Control. Sin duda cuando pueda le daré un try.