There's a great review of The Sims Livin' Large over at DailyRadar.com. Check it out!
The Sims Livin' Large Review
It's more of the same, and that ain't such a bad thing.
While the appeal of the new expansion pack for The Sims supposedly lies in its crazy new items and tile sets, Livin' Large is, at its heart, just more of the same. There are five new career tracks and tons of new tiles and items, as well as the chance to have more neighborhoods than before. None of these, however, really change the game dynamic. The new careers are just like the old ones; there are just different requirements for them. Similarly, although most of the new items are of a more whimsical nature than those from the original game, the majority of them don't actually do anything that couldn't be done before. That's not to say that none of the new items are exciting, because that certainly wouldn't be fair, but most are less innovative than the average new download from The Sims homepage.
The half-dozen or so items worth playing with are a strange assortment of everyday objects that do a little more and completely fantastical creations that allow for just plain silly behavior. In the realm of everyday objects now infused with 30% more fun are a telescope, a workbench and a vibrating bed. The telescope teaches logic and isn't really necessary since the chess table does the same thing, plus allows for multiple people to sit and participate at once. What the chess table does not do, however, is let Sims be abducted by aliens, who scramble the Sim brains are release them with completely different personalities. Advantage: telescope. The workbench similarly fills a spot already taken by teaching mechanical skills but, like the telescope, offers something more -- namely, lawn gnomes! That's right, Sims with the mechanical wherewithal can now create beautiful lawn gnomes to make the whole neighborhood jealous. Third on the list is the vibrating bed, a heart-shaped monstrosity that actually has a "play in bed" command for couples. Use the ol' imagination for that one.
On the fantastic side of things are a mad scientist lab set, a magic lamp and, best of all, a robot. The lab set goes perfectly with the turn of the century (19th century, that is) decor now available and allows insane Sims to mix potions in the safety of their own dungeons. What do the potions do? Well, there's only one way to find out, and that's to use Sims as guinea pigs, altering their personalities, turning them invisible and worse. The magic lamp, when cleaned, releases a pretty pathetic genie that, when commanded, will attempt to make a Sim's life a little better. More often than not, it backfires, and the Sim who was supposed to be smitten with love becomes angry instead -- or the stove blows up for no particular reason. The granddaddy of all luxury items, however -- and the most expensive one at a wallet-smashing $15,000-- is the personal robot.
The personal robot cleans. It cleans toilets and sinks, floors and showers, all without complaint. The personal robot gardens. It makes sure the petunias are perky, the grass is green and the trees stand tall, all while the Sims are at work. The personal robot cooks. Breakfast is prepared while the Sim showers; lunch is served up while the Sim is chatting up the girl next door; or dinner is served on the patio -- and it all tastes better made with metallic hands. Best of all, the personal robot repairs. That's right. No more waiting for that shot of espresso or that long shower; just turn on the personal robot and watch it go to work. Now isn't that worth a measly $15K?
The five additional career paths, while not actually requiring any new approaches to gameplay, are generally more amusing than the old ones. The slacker path takes Sims through such great jobs as convenience store clerk and golf caddy. The musician class makes roadies of the less domestically inclined and encourages them to reach for the stars. Sims hoping to crack national security can become hackers, as long as they don't get caught. Want to play games all day? There's a journalist class that'll accomplish just that. Perhaps the funniest of all, though, and the class that most represents the feel of the expansion pack, is the paranormal path. After all, at the end of the day, what better accomplishment could a Sim have than to own a robot, have a vibrating bed full of cute neighbors and be the leader of their very own cult?
- Daniel Erickson


When Lyon and Chetin Wezil moved to Vegas, they decorated in style. This, after all, is a permanent party town. Some might question their taste, but you have to admit, everything matches. Just different shades of ugly, really.
And their 24-hour party pad does seem to attract quite a crowd!
But it doesn't take long for the endless partying and gambling to take its toll on their bank accounts. No money, no party...no party, no friends. As the bills and trash pile up, the brothers slide further and further into depression.
What's this? A new visitor? "Hey Lyon, you order a clown-o-gram or something? Man, musta been a cheap one."
"No way, man. We haven't even got enough Simoleons to hire a BAD clown. Beat it, Bozo." But the tragic clown just gazes back sadly, a caricature of their own suffering. And then, he begins to juggle.
The pins fly everywhere, some striking the clown's huge feet. The brothers just look at each other, sigh, and do their best to ignore the skinny stranger with the big red nose.
But the clown pursues them relentlessly, constantly performing bad tricks and turning balloons into twisted horrors of air and rubber.
Even sleep is denied the Wezils, as the clown interrupts their fevered nightmares with his travesty of showmanship.
On the edge of bankruptcy, or perhaps even a darker fate, the Wezils return to the one-armed bandits. They look once at each other, then drop the last of their Simoleons into the coin slot and pull.
Jackpot! They can hardly believe it! Their winnings are enough to pay off all their debts...almost.
"What can we sell quick?" "I say we get rid of the clown painting. We got enough clowns around here already."
And so it is done. When they return from the flea market, the brothers are riding high. High enough, perhaps, to finally spare a smile for the tragic clown who haunts their home. But, as strangely as he arrived, the clown is gone.





