The Sims 2 Nightlife
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''The Sims 2: Nightlife'' is an expansion pack for the 2004 life simulation video game '' The Sims 2'', developed by Maxis and published by Electronic Arts. The second expansion pack for the game, it was released 13 September 2005. ''Nightlife'' expands the game's social and romantic interactions, introducing elements such as romantic chemistry and a formal dating minigame. It also introduces "downtown" neighbourhoods that house community lots such as bars, clubs, and restaurants; changes to the game's handling of objects, including a full inventory system; and new gameplay options, such as the ability to turn sims into vampires. ''Nightlife'' was inspired by '' The Sims: Hot Date'', a thematically similar expansion for the first game and one of its most popular. Contemporary reviewers made note of its more prurient content compared to the base game; overall reception was mostly positive, but criticised its performance on the systems of the day. It was commercially successful, becoming one of the best-selling games of 2005. ''Nightlife'' themes, supernatural elements, and recurring characters have served as influences for later games in the series.


Background and development

'' The Sims'' is a franchise of life simulation games developed by Maxis and published by Electronic Arts. It has sold over 200 million copies amongst all platforms and installments, making it one of the best-selling video game franchises of all time. '' The Sims 2'' was released on 14 September 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 neighbourhood customization, and the ability for sims to raise families, age, and progress through generations. All main entries in the series have had multiple expansion packs, which add further gameplay options. Rather than being relatively simple downloadable content, expansion packs for the first three games in the ''Sims'' series substantially expanded upon the base game's life simulation; Kieron Gillen, writing for '' Eurogamer'' 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 why ''The Sims'' had few competitors in its genre. Eight expansion packs were released for ''The Sims 2'' between 2005 and 2008. ''The Sims 2: Nightlife'', the second expansion pack for the game, was foreshadowed upon the release of '' The Sims 2: University''. The back cover of ''University'' disclosed the upcoming expansion's name and revealed its first in-game image, "a spiked-haired, nattily dressed man taking the hand of an attractive young woman"with visible fangs. ''Nightlife'' was officially announced in April 2005; an
alpha build A software release life cycle is the sum of the stages of development and maturity for a piece of computer software ranging from its initial development to its eventual release, and including updated versions of the released version to help impro ...
was previewed at the E3 pre-show that May. It was released on 13 September 2005. ''Nightlife'' was strongly influenced by '' The Sims: Hot Date'', an expansion for the original ''Sims'' game revolving around social and romantic opportunities. ''Hot Date'' was one of the first game's most successful expansions, and significant player demand existed for a ''Sims 2'' equivalent. The expansion also aimed to improve the options available outside home lots; while the base game provided the opportunity for sims to travel to community lots and interact outside of their homes, the designers felt it had failed to provide sufficient incentive for players to engage with such options. Prior to the expansion pack's release, a competition was held for players to create in-game outfits; winners would receive an autographed copy of ''Nightlife'' and have their entries included in the finished game. Four winners, two each for male and female outfits, were ultimately selected and included.


Gameplay

''The Sims 2: Nightlife'' alters the base game through both broad-scope changes, such as the introduction of a dedicated "downtown" area composed primarily of community lots, and more complex alterations to how sims act and react. ''Nightlife'' revamps the base game's romantic interactions by introducing a "chemistry" system, where sims are more or less attracted to each other based on personality, aspiration, and newly introduced "turn-ons" and "turn-offs". Potential turn-ons and turn-offs include hair colour, body shape, and supernatural characteristics. ''Nightlife'' introduces a timed and scored dating minigame. A sim on a date must fulfil as many of their partner's wants (short-term goals set by their aspiration) as possible, while avoiding their fears (which lose aspiration points when fulfilled). If they succeed at fulfilling wants, their date score will increase and their partner will reward them with gifts; should the date fail, they will instead be "rewarded" with flaming bags of fecal matter. A platonic "social outing" system is also introduced, using the same basic mechanics as dates. The dating system is intertwined with ''Nightlife'' expanded recreation options. Sims are able to visit specialized downtown subneighbourhoods containing community lots such as bars, clubs, restaurants, and bowling alleys, and dates and outings are intended to occur in such areas. ''The Sims 2'' has an aspiration system, where sims have one of five primary life goals (Knowledge, Family, Fortune, Romance, or Popularity) that determine their wants and fears. ''Nightlife'' introduces two new aspirations, Pleasure and Grilled Cheese. Pleasure sims are hedonistic and interested in "the kinds of things downtown offers"; their wants revolve around things such as dining out, going on successful dates, and DJing, while their fears include being rejected for social opportunities. The "socially awkward and nutritionally dicey" Grilled Cheese aspiration can only be acquired from a mishap with a reward object called the ReNuYuSenso Orb that allows sims to change their aspirations; Grilled Cheese sims are hyperfixated on the preparation and consumption of
grilled cheese A grilled cheese (sometimes known as a toasted sandwich or cheese toastie) is a hot sandwich typically prepared by heating one or more slices of cheese between slices of bread, with a cooking fat such as butter, on a frying pan, griddle, or sandw ...
sandwiches. They have special interactions such as the ability to cook such sandwiches at any time of day, rather than be restricted to lunch preparation, and to "Talk About Grilled Cheese", which rarely endears them to other sims. ''Nightlife'' both introduces new objects and alters how players interact with them. It is the first game in the series where sims are able to drive cars; according to producer Tim LeTourneau, this feature was added primarily for "storytelling" and increasing verisimilitude, rather than as a fundamental change to the game's carpool- and taxi-focused transit. Other objects introduced in the expansion pack include poker tables, bowling alleys, and karaoke machines. Alongside items themselves, ''Nightlife'' adds an
inventory Inventory (American English) or stock (British English) refers to the goods and materials that a business holds for the ultimate goal of resale, production or utilisation. Inventory management is a discipline primarily about specifying the shap ...
system where items can be stored in the inventories of individual sims. Virtually all objects can be stored in inventories, and no limit exists on their number. Following the introduction of supernatural sims in ''University'', ''Nightlife'' is the first ''Sims'' installment to include vampires. Two non-player vampires, known as Grand Vampires, inhabit each downtown and are recognizable by their "classic vampire garb". Sims that befriend the Grand Vampires can ask to be bitten, becoming vampires themselves; these sims can go on to create more vampires. During the nighttime, vampires' motives do not decay, relieving them of needs such as eating or sleeping; however, their motives decay during daytime, which becomes rapid enough to kill them quickly if they go outdoors in sunlight. Vampires do not age or cast a reflection in mirrors, and are able to fly (by turning into a bat) rather than walk. ''Nightlife'' vampires are based on a more "classical" aesthetic of vampirism than vampires in '' The Sims 3'' and '' The Sims 4''; writers have described ''Nightlife'' vampires as inspired alternately by "medieval" or "Victorian" aesthetics, while the later games have more modern-appearing vampires that lack some of ''Nightlife'' visibly inhuman characteristics, such as blue-tinted skin. ''Nightlife'' vampires are able to reproduce, but unlike their counterparts in later games, they do not pass down vampirism as a genetic characteristic. They are also able to be hybridized with other supernatural sims, such as zombies.


Soundtrack

The soundtrack for ''The Sims 2: Nightlife'' is based around remixes of Mark Mothersbaugh's original compositions for the base game. Musicians who worked on the ''Nightlife'' soundtrack include Junkie XL, Lemon Jelly, Adam Freeland, and Timo Maas. The game's diegetic music is themed around its community lots; Andrew Park at '' GameSpot'' gave the examples of techno in clubs and "goofy oldies tunes" at a retro-themed diner. Randall Roberts at ''In Sheep's Clothing'' described the soundtrack as "typified by a strange combination of playfulness and melancholy" and discussed how the series' persistent popularity affected the careers of its artists. During their time together, Lemon Jelly released three
EPs EPS, EPs or Eps may refer to: Commerce and finance * Earnings per share * Electronic Payment Services, in Hong Kong, Macau, and Shenzhen, China * Express Payment System, in the Philippines Education * Edmonton Public Schools, in Edmonton, Al ...
that were each limited to 1,000 copies; their presence on the soundtrack had made their earlier releases into collector's items in the years since the game's release.


Reception and legacy

''The Sims 2: Nightlife'' received a positive reception on release; its aggregate Metascore is 76, indicating "generally favourable reviews". Reviewers focused on its expansion of the game's social element, its changes to the aspiration system, and its addition of high-profile new objects such as cars. In the years following its release, ''Nightlife'' has been ranked in the upper tiers of expansion packs for the series. Upon release, ''Nightlife'' was a commercial success. It was the seventh-highest-selling game of 2005 in the Entertainment Software Association's annual sales charts and was awarded a Platinum ELSPA Sales Award, indicating at least 300,000 units sold in the United Kingdom. ''Nightlife'' was shortlisted for PC Game of the Year in the 2006 Golden Joystick Awards, which was ultimately won by '' The Elder Scrolls IV: Oblivion''.


Contemporary reception

Contemporary reviews for ''Nightlife'' were generally positive. Tim Wapshott at '' The Times'' described the expansion as "absorbing fun", while '' IGN'' called it a "welcome" addition and an optimistic indication for the future of the game's expansion packs. Andrew Park at '' GameSpot'' called it a "fresh coat of paint", though criticised its failure to fix underlying performance issues such as a "sluggish" camera. Writing for ''Game Chronicles'', Mahamari Tsukitaka deemed ''Nightlife'' a "substantial improvement" on the base game and compared it to '' The Sims: Hot Date'', a thematically similar expansion for the first game. Upon release, ''Nightlife'' drew attention for its forward attitude towards romance. ''PC Gamer UK'' staff writer said a more accurate name for the expansion would be ''The Sims: Slutting About''. In a review for '' Eurogamer'', Kristan Reed gave an anecdote about an attempt he made at arranging a
friends with benefits relationship Friends with benefits relationships (FWB or FWBR) is a term commonly used to reference a relationship that is sexual without being romantic. Typically, these relationships can be between people that consider themselves non-platonic and friends wi ...
between two sims; the attempt collapsed after he attempted to open their relationship, entangling them in a web of jealousy. An ''IGN'' staff writer found ''Nightlife'' structured dates "much more pro-active on the player's part" than the base game's social interactions; Park concurred that they add "more focus and goals" to a highly open-ended sandbox game. Peter Cohen, reviewing the expansion's macOS port for ''
Macworld ''Macworld'' is a website dedicated to products and software of Apple Inc., published by Foundry, a subsidiary of IDG Inc. It started life as a print magazine in 1984 and had the largest audited circulation (both total and newsstand) of Macint ...
'', felt ''Nightlife'' playability was marred by the ease with which sims form social connections, stating he "found it hard to keep my Sims from developing instant, lasting friendships and romantic connections with everyone they met". Several reviewers complained about the expansion's performance on contemporary systems. ''The Sims 2'' lacks a true open world, instead considering separate locations disconnected from the home lot and requiring long loading screens during travel. Reed complained that these loading times made it difficult to appreciate the downtown neighbourhoods that are the expansion's main attraction, while Karen Chu at ''
1Up In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. It is sometimes called a chance, a try, rest ...
'' described ''Nightlife'' as "a lot of work for flashes of scandalous fun" and ''PC Gamer UK'' said it "accurately simulate that 'I can't be bothered to get the bus into town' feeling". Dave Kosak's review in ''GameSpy'' complained about bugs, including graphical issues and sims being stuck in place, but gave an overall positive review.


Later reception

''Nightlife'' has been positively compared to later expansion packs in the series. Kirsten Morton at '' Game Rant'', who ranked ''Nightlife'' the second best expansion pack in the series' history, called it "one for the history books". Her colleague Sophie McEvoy compared it favourably to the thematically similar '' The Sims 3: Late Night'', praising its greater realism and attention to detail. J. Habib at ''IGN'', in a review for the later expansion '' The Sims 2: Pets'', recommended ''Nightlife'' over ''Pets'' as a more "significant and useful" expansion. Specific elements of ''Nightlife'' that have been compared to their later appearances include vampires, which it portrayed as more inhuman in appearance, less supernaturally powerful, and less "modern" in aesthetic compared to later games. It was also the only game where vampires could easily be hybridized with other supernatural creatures. Another element of ''Nightlife'' to recur throughout the series is the Crumplebottom family. Mrs. Crumplebottom, an elderly woman who chides sims making public displays of affection, is one of the expansion pack's major non-playable characters. Though the Crumplebottom family have appeared in various guises throughout the series, Mrs. Crumplebottom herself is exclusive to ''Nightlife''; Marina DelGreco at ''Game Rant'' bemoaned her exclusion from ''The Sims 4'', arguing her addition would increase the challenge of dates at community lots.


See also

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Notes


References


External links

* The Sims 2: Nightlife at The Sims Wiki {{DEFAULTSORT:Sims 2: Nightlife, The 2005 video games Nightlife Windows games MacOS games Video games with gender-selectable protagonists Video game expansion packs Video games scored by Mark Mothersbaugh Social simulation video games Open-world video games Video games about vampires Video games developed in the United States