The Sims 4 - "Wizarding World" Game Pack Preview

The Sims 4 -

The Sims 4 -

On September 10, a new game pack, Magical World, is released for the PC version of The Sims 4. As a preview, I had the opportunity to be able to discover all the new mysteries of this supernatural DLC:

 

Create a Sim

As with every content release, new features arrive as soon as the Sim is created. Thus, a new supernatural "genre" is added, in the same place as vampires, aliens and sirens: the caster. Rest assured, this trait can be learned by an already created Sim (I'll talk about that below). Among the aspirations, in the Knowledge category there is the aspiration spells and sorcery, while the second is found in the category Nature: brewer / brewer of potions.



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The new clothes are really pretty for women, offering beautiful witch dresses in natural tones, which blend perfectly with interior items. It is also possible to give a schoolgirl appearance for those who would like to create a Hogwarts atmosphere, with hooded jackets and badges.

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I don't often think of looking at hairstyles, makeup and accessories. For once I took the time to visit these forgotten categories, and I discovered a really pretty haircut. The small shining stars are also the most beautiful effect for my future witch.

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Wizards are unfortunately not so well off. The clothes are more relaxed, with effects of wear and tired fabrics. I admit that I was a little disappointed because, in my mind in any case, the magician must have a certain class, and that goes through quality clothes (more like on the left) and not by an old man. t-shirt with holes (like the right).



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I present to you my new home made up of Armando and Laura Woodcroft, a brother and sister, spellcasters since birth, with their best friend, Lucas Tims, a muggle who still knows nothing about the wizarding world!

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Glimmerbrook

This district is more modest than the others because it only has four construction sites and a bar. To the north lives the Charm family and the acolyte friends occupy the manor to the east. The house near the bridge, south of the stream, is vacant, sold for 17§ to any new household wishing to settle in quickly. Otherwise, the 436x30 site in the west, Glimmerbrook Observatory, is free of construction for the modest sum of 20§. It is in this last place that I settled.

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The portal to the far west provides access to the Wizarding World, a place accessible to any Sim interested in the magical arts.

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In the huge central house, the HQ, are all the necessary facilities to study the magical arts and progress. Three Sims are more important than the others, the Sages who are there to share their knowledge, learn spells, give recipes for potions and discuss issues related to being a wizard. Simeon Silversweater practices practical magic, L. Faba teaches mischievous magic while Morgyn Ember engages in untamed magic.

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From the HQ, other portals give access to three areas: the alley of the spellcasters where there are shops (magic wands, books, pets, brooms, crystals, and ingredients for potions), the gardens and the dueling ground .

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Construction mode items

About fifty objects are offered in this pack, all consistent with each other. They are old and heavy pieces of furniture, with a lot of wood, decorated with moldings and gilding. The colors are varied with natural tones, but also the possibility of creating a black and white, purplish, red or even midnight blue environment. The objects have the same palettes (with a few exceptions), to create nice sets:

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Almost all everyday objects are available: bed (1 place, 2 places, bassinet), chair, armchair, stool, sofa, table (two round, two rectangular, each high and low), worktop, sink, toilet , shower, bar, mirrors (on the wall and on foot), curtains,, bookcases, fireplace, outdoor fountain, refrigerator, stove, dressers (low and high), lights (two torches, two sconces, a luminescent crystal and a chandelier) , rugs (two round and one rectangular with three different pieces to assemble) ... In addition, there are a few very specific objects for wizards: two cauldrons (in two different qualities) and a wand holder.



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The doors and windows are in the same style, with stained glass windows in patterns suitable for the interiors.

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Great novelty that does not specifically belong to the pack but now the stairs twist! It is not yet possible to make spiral staircases, but we are approaching it. The manipulation is done with kinds of large handles on the stairs, it is not the most practical, and requires a lot of manipulation before succeeding in finding the right angle. With a little time, the result is quite good:

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By way of conclusion for this part, here is my house almost exclusively created with the objects of this pack and of the base game (I have, I believe, occasionally used some objects of the Vampire pack).

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Spell caster

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If the Sim was not born a spell caster, it will be necessary to go to the magical world in order to ask one of the three Sages to initiate him (video explanations here). The Sim then gets a slightly different needs management interface. The large top bubble indicates the Sim's current magical energy, with several steps from normal to dangerously excessive. In the latter case, the ultimate level of energy, potency, and magical abilities are maximum, but so are the chances of failures, counterproductive spells, and maximum curses. There is also a greater risk of dying from excess energy ... because yes, practicing magic is dangerous (even if I had no accident).

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Below are the curses collected by using magic. I've had two frequently: the annoying hugs and the constant stench. Fortunately, curses are removed with a potion or spell, so the impact is negligible.

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Finally, at the bottom, in orange, is the magical experience gauge. It fills up as the Sim trains to cast spells or create potions, and evolves through six levels (apprentice, neophyte, sidekick, adept, master, virtuoso). The levels come with talent points, which give advantages in several branches, allowing you to specialize in casting spells, creating potions or even duels.

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For the descriptions, I made a small video:

A spellbook lists all learned magic spells, as well as potions.

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A spell caster is accompanied by a familiar, a small creature that can be bought in the alley of the magical world, without a limited number, which leads to wanting to collect it, and to return daily to the alley of the caster. of spells from the magical world so as not to miss a new arrival. By having a familiar, the caster feels more self-confident, he is protected from death, and his magic is more powerful. On the other hand, the familiar does nothing in particular, except to follow and sometimes to go there with a small reflection which appears in the notifications.

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Finally, the panoply of the perfect little magician is completed by a broom, to be able to walk as it should (out of the question to take a car!) And a wand. There's a fair amount of pets, brooms, and wands to collect if you're interested.

 

Alchemy

The Cauldron can be found in Magic City HQ and can be found in any house for just over £ 1. It can only be used by a caster, who can brew macaroni and cheese and potions there.

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As part of an experiment, the Sim tries to discover a potion (although I found it much easier to ask a Sage to teach me). If he has the special ingredients of an already known recipe, the Sim will be able to create it specifically. To speed up production speed, multiple Sims can collaborate on the same project. Be careful, however, you must first check that they know the recipe or otherwise the result may be ... strange.

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When one of my potions failed, all of my Sims were left stunned for a minute. Most of the time this goes thankfully, the liquid is available to nearby Sims and can be bottled or drunk straight from the cauldron. My Sim has the ability to curse created potions, which adds additional interaction.

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The potions are exchanged between the Sims or are deposited in the world, it makes perfect in the kitchen (not to be confused with oil ...):

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New interactions

Being a spell caster unlocks many interactions with others, whether it's discussing magic, starting a duel, or casting a spell.

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On your Sim, there is the management of the wand, the broom, the familiar ... Nothing prevents you from casting spells on yourself: teleportation, Duplicato (creates a temporary double), Demaudire, Impeccablo ( cleans)

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The objects are not left out. A broken sink? Hop, a Repario, and here's the item repaired. An annoying dwarf in the garden? You just have to burn it! Peckish ? It only takes a moment to summon food, a Délicioso, or a Grand Délicioso while targeting the ground. The toilets are clogged ? No need to take a sponge with Impeccablo and it also works for a Sim who doesn't feel like showering. Moreover, the Potion of Satisfied Needs completely frees the Sim from the daily management of the Sim, fulfilling all of their needs. And teleportation is absolutely great for saving time!

On the other hand, the AI ​​never uses spells. By default, the Sim will cook, clean, or even take a shower.

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Conclusion

This Magical World DLC gives the opportunity to create overpowered Sims with supernatural abilities that allow them to be freed from any daily management (in any case manual because the AI ​​does not automatically use spells).

On the other hand, the rise in magic levels is a bit off-putting: for almost a year, I kept my Sims at home (or at Magic HQ) making them cast spells and create potions on a loop, using potions of needs met as much as possible. They don't have trades, they have very few friends, but they are ultimate magicians! The wizarding world is also quite disappointing, it's pretty ... but there is nothing to explore and very little to harvest.

So, this pack should be seen as a way to improve other Sims, not an end. But this is a great improvement because now that they know all the spells, they will be able to evolve much faster in other professions! Chances are a lot of my Sims will become part-time spellcasters!

Official site

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