I haven't even started yet! Work schedule got in the way of playing since Tuesday night. But I have tonight and tomorrow is my day off so I'm going to play a fair bit I hope! I have some stairs to build (irl) lol, and some drywall to remove and some wine to bottle, but after that? It's simming time!
I'll come back and do the poll when I get through it.
Exactly 4 in-game days. Would have been fewer, but I had to wait for the mail. Also there was no cheating, so that time includes self-care. One of those four days was a holiday where businesses were closed, the other was a non-work day so there was no need to accommodate the work schedule.
I haven’t finished it yet, but I’m purposely making it last as long as possible. I started with a new unskilled Sim, and have added my own storyline to it. She is a writer trying to find her big break, while working on her relationships and hobbies (gardening and flower arranging). I wasn’t sure I’d like this pack, but using it as a side story for my Sim has been a lot of fun!
I have a couple who moved in to a trailer with no skills and one joined the science career and one joined the military. The military gal is the one who is doing all the investigating. I think I've played about 8 sim days so far and am maybe on the second phase?
she's just waiting for the other part to come through the mail so she can make the hazmat suit
Five days sounds realistic if you follow the goals without distractions and especially if you *swearword* know where to scan.
My third team is in town for exactly a week now and has reached the stage where they can test the antiserum. But they, too, roleplay a lot (like playing music for mother to check whether she has a mind), so that week is much more time than they'd actually needed.
It took me nearly a week because my sim still went to work, took care of his garden and pets, and his needs (I didn't cheat). Plus at one point I needed money to buy the suit, so I had to wait for the next payday to get it.
It was surprisingly short, though
Don't manhandle the urchin. He's not for sale. FIND YOUR OWN! - Xenon the Antiquarian, Dragon Age II
Race Against the Clock: Can your elder sim turn back the clock before their time runs out?
About a week Sim time, because I was dinking around the town and skilling for the military career, etc. About 4-5 hours real time spread over two evenings.
Three hours of gameplay without cheats and exactly four Sim days. I could have made it in three Sim days, but my female Sim got pregnant in the meantime and her needs kept going down, so this took some of my time away.
Six real world hours included making my brand new no skills sim, building and sharing his mobile home, and completing the mystery. About two sim weeks with no cheats.
No cheats needed. It was pretty intuitive and yet quite interesting. Kind of loved the change of pace from my normal play and now it's just a town. I might do it again because there are a few different ways to solve it. Might try the military career way at a later date!
When I finished I just thought "Wait, that's it?" I was definitely expecting something more. I am really happy about the military career at least, but it should have been in the base game.
Voted IRL hours, silly me didn't fully read lol. Sim days well, 7, and that's using MCCC to make my days 2x longer, so vanilla speed is 14 days. Took my time yes.
It took me only 3 Sim days (1 hour and 20 minutes IRL). It's super short and very boring until the boss battle. I didn't cheat at all (my Sim didn't have a job but I didn't need much money to complete it).
It's honestly awful. Probably the worst Sims pack (Game Pack / EP) I've played and waaaaaay worse than the Stories games, Medieval, Urbz, etc. I wouldn't recommend it to anyone. Even if you like linear games, buy any of Stories games.
What I hate the most:
- All tasks are super grindy. Collect 15 of this, 15 of that, make 3 or this, 3 of that. Not only that but the game artificially forces you to WAIT by making the spore analyzer have low battery after 2 scans.
- Loading screens makes everything worse. If it were open world, it wouldn't be as insufferable as it is now. The Stories games and Urbz weren't open world but they managed to concentrate a large amount of goals in one area. The quest was poorly designed and you have to jump from the lab to the library to the bar to the lab like 15 times.
- I didn't feel any sense of urgency. I remember in Castaway Stories towards the end (don't want to spoil) there was a true sense of urgency. The highest level of infection all it does is make more Sims walk funny and adds some minor cosmetic effects and a bunch of purple plants. That's it.
- The story is very tropey and cliché and it's never explained how the Mother Plant came to be, etc. At least I didn't find any text telling me that. I could be wrong since I didn't talk to EVERY person in StrangerVille.
What I liked:
- Only the boss battle. It was pretty cool and the Mother felt very menacing. I lost the first time because I didn't have enough vaccines but she didn't kill me. I wish she had, it killed the adrenaline I felt at first knowing she wouldn't kill me.
It's taking me forever, because I have a couple of mods to make the game harder, like a mod to slow down the relationship build, and another to speed up the motives decay.... my sims only have time to investigate on weekends because they have no money, so I'm still at the beginning.
It's taking me forever, because I have a couple of mods to make the game harder, like a mod to slow down the relationship build, and another to speed up the motives decay.... my sims only have time to investigate on weekends because they have no money, so I'm still at the beginning.
Same. I'm using a teen to do this and he doesn't have time aside from weekends, and part of those weekends are spent in the clubhouse discussing the weird stuff!
One season and a day so eight days. No cheating and he had enough money to last during that time so he didn't need to work. I didn't see the point of pushing him to exhaustion so I let him sleep when he was home if he needed to.
It took just over 3hrs in real life. I did just get on with the aspiration and didn't really let him socialise or relax unless he needed to. However I think it would be better to not expect the GP to supply the whole story as such because this is a sandbox game so don't forget to role play your Sim as well to get the most out of the experience. If you just power through the objectives it's going to leave you feeling a little empty.
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I'll come back and do the poll when I get through it.
I have a couple who moved in to a trailer with no skills and one joined the science career and one joined the military. The military gal is the one who is doing all the investigating. I think I've played about 8 sim days so far and am maybe on the second phase?
My third team is in town for exactly a week now and has reached the stage where they can test the antiserum. But they, too, roleplay a lot (like playing music for mother to check whether she has a mind), so that week is much more time than they'd actually needed.
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It was surprisingly short, though
Race Against the Clock: Can your elder sim turn back the clock before their time runs out?
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It took me only 3 Sim days (1 hour and 20 minutes IRL). It's super short and very boring until the boss battle. I didn't cheat at all (my Sim didn't have a job but I didn't need much money to complete it).
It's honestly awful. Probably the worst Sims pack (Game Pack / EP) I've played and waaaaaay worse than the Stories games, Medieval, Urbz, etc. I wouldn't recommend it to anyone. Even if you like linear games, buy any of Stories games.
- All tasks are super grindy. Collect 15 of this, 15 of that, make 3 or this, 3 of that. Not only that but the game artificially forces you to WAIT by making the spore analyzer have low battery after 2 scans.
- Loading screens makes everything worse. If it were open world, it wouldn't be as insufferable as it is now. The Stories games and Urbz weren't open world but they managed to concentrate a large amount of goals in one area. The quest was poorly designed and you have to jump from the lab to the library to the bar to the lab like 15 times.
- I didn't feel any sense of urgency. I remember in Castaway Stories towards the end (don't want to spoil) there was a true sense of urgency. The highest level of infection all it does is make more Sims walk funny and adds some minor cosmetic effects and a bunch of purple plants. That's it.
- The story is very tropey and cliché and it's never explained how the Mother Plant came to be, etc. At least I didn't find any text telling me that. I could be wrong since I didn't talk to EVERY person in StrangerVille.
What I liked:
- Only the boss battle. It was pretty cool and the Mother felt very menacing. I lost the first time because I didn't have enough vaccines but she didn't kill me. I wish she had, it killed the adrenaline I felt at first knowing she wouldn't kill me.
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Playing Mod & CC Free
Same. I'm using a teen to do this and he doesn't have time aside from weekends, and part of those weekends are spent in the clubhouse discussing the weird stuff!
And also it took me about 4 hours IRL to solve the mystery.
It took just over 3hrs in real life. I did just get on with the aspiration and didn't really let him socialise or relax unless he needed to. However I think it would be better to not expect the GP to supply the whole story as such because this is a sandbox game so don't forget to role play your Sim as well to get the most out of the experience. If you just power through the objectives it's going to leave you feeling a little empty.