The Sims 4 Get Super Superhero Expansion Pack
New "Occult" Type: Supersim (you don't assign good/bad/antihero, but that comes out in your gameplay style). Choose everyday looks, then switch to Super Form to customize their heroic or villainous identities. (New masks, new super suits, new chest logos, new gloves, new boots). These super forms are SECRET, so don't get caught.
New active career: Supersim (hero and villain tracks perhaps). Work your way up the ranks to the ultimate goals. Fight your enemies. Solve (or commit) crimes. Get rewards like secret lair swag.
Become a supersim by getting bitten by a radioactive llama (lol maybe not a llama), but there should definitely be a way for existing sims to become superheroes/villains
Not sure if the pack would explore super abilities (kind of like vampire talents): invisibility/stealth, flight, X-ray vision, super strength, super speed, and maybe gadgets for sims that want to be heroes but don't want to be super... unlocked one at a time, or maybe you can only have a few at a time. Then perhaps a super power reset.
Build/Buy: secret doors/trap doors, secret smart home devices (statues that can open secret doors).
**If this comes with a new world, it could be a dynamic world (like Strangerville or that one Island in Island Living). The town is *fine* at first, but can be improved if your heroic sims fix it up, or MADE WORSE if your villain sims ruin it.
I'm not a fan of a variety of superheroes, so I'm not certain of all the tropes. If you have more, feel free to contribute.
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Sims 1 burglar: Not only does he steal from the city his music will make children cry
Dr. Cowplant: Half man half cowplant a failed science experiment don't make him angry when he's hungry
Being a superhero could be a club requirement, and "Fight Crime" could be a club activity. I'd love it.
Superhero and Supervillain would both be more interesting and fun jobs to play than retailer/detective/scientist/doctor combined.
I would be super into this
OMG imagine... School of mutants!!! X-men in the sims!
The more outlandish powers, eg. Thor-style lightning powers, are gonna end up being essentially souped-up Mischief interactions, just like the magic Spellcasters get, and tbh those are kind of lame. Magneto-style magnetism might be like an Alien's repair power, and a Kitty Pryde "phasing" power could be a Ghost's possession power. Which are... not that exciting.
Super-speed is doable (Vampires have it already) as is super-strength and teleportation (again, Vampires), but I can't see anything else really working.
At the end of the day, what will superpowers really bring to the table?
This is why it should be a stand alone game like Life Stories was in the past versions.
So what does Realm of magic bring to the table? Atmosphere, customization, inspiration for storytelling.
I think it's less about whether superpowers are too boring or not groundbreaking enough, and more about creating an experience within a game where experiences should feel limitless. Not to mention superheroes are now part of hugely popular and financially successful film franchises.
Yes, the sims is largely domestic, but it also has more than its share of quirky, non-domestic locations and gameplay. Alien abduction? A portal that takes you to a floating island? Ancient jungle curses? The Sims 4 is as weird as you make it.
In RoM, the Mischief branch of spells are the closest we get to destructive, elemental magic. Basically superpowers, just with different text. You can control fire, electricity, etc, just like Thor or the Human Torch. They're a very good idea of what to expect from a superhero pack.
But those spells are, at the end of the day, exactly what it says on the tin. They're Mischief interactions. And Mischief is largely a useless skill. You can electrocute or burn a Sim, but so what? There's no stakes. It's good for storytelling, sure, but that's it. There's no actual gameplay attached to burning that Sim, since they're guaranteed to survive. Whoa, they got a little burned! That's got replay value.
Atmosphere is fine, but atmosphere without meaningful gameplay is pointless. You might as wear a Captain Sigma or Llama Man costume. It achieves the exact same end result if all you're looking for is atmosphere.
Super-strength might help you win fights (as it does with Vampires). Super-speed and teleportation will let you move around the world faster. Those are useful. But what else is there?
Mischief powers? I'll pass.
Take care all!
- C
I remember Sims 4 playing scientists and cops and movie stars.
There would be very little variety in an active career.
This would definitely be a good opportunity for a new active career. Or even something a sim is involved in outside their career.
I could see a few different types of heroic feats a supersim is tasked with (and tasks can come in via light signal in the sky or a secret superphone). They might just perform community service tasks (volunteer stuff like in Parenthood, just a rabbitholes), rescue tasks (someone is down a sewer hole, someone is dangling out a window, tied to subway tracks), and crime prevention (a villain is doing something evil, and your supersim has to stop them and fight them.)
Also, not sure if they would get paid, because superheroes typically work for free. Maybe get paid in powers/perks.
Also also, let's keep the discussion productive. Offer a critique, a solution, an idea. If you see something not working, tell us how you would change it to make it work. If you don't have any ideas, don't post.