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Opinions on Werewolf Appearances?
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It's the first pack I've looked forward to since Cottage Living.
I tried it once in the early days after getting vampires and it wouldn't let me give them two different bodies. That may have changed over time. I have a bad habit of not reading the notes on updates. And I haven't been here long so there were a lot of updates over that time that could have added that feature and it would have gone unnoticed by me. I'll have to check when I go into my game shortly.
I can't wait to play with them in CAS
First without a costume or a cheat. I used to take any sim I knew had been abducted, when they returned I'd turn them into aliens. They were unfortunate victims of alien experiments. It lasted as long as it took for my favorite sim to be abducted and that put and end to that.😁 Also I think there's a cheat to turn a sim into a servo.
I did do a lot of laughing when people called the were's furries (lol). Took me back to that episode on CSI Las Vegas about the Furry Convention. I didn't know it was a thing....
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Aside from the unlinking aspect, I get the impression from the trailer that they already get bigger looking in their werewolf form. In the trailer, all the werewolf forms were larger than their human form, and you can even see it on the cover picture. Look at the body shape and size comparison, even the shoulder height is different. I wonder if that may be part of why the heads are a little small, to accommodate for a larger body, without making them taller.
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However, the trailer grew on me, and when it looked like they could be customized, it made the looks of them okay-looking.
I want to get the game, and make my own versions in CAS.
For example, this is what Wikipedia has on the subject:
"The beliefs classed together under lycanthropy are far from uniform, and the term is somewhat capriciously applied. [...]
Werewolves were said in European folklore to bear tell-tale physical traits even in their human form. These included the meeting of both eyebrows at the bridge of the nose, curved fingernails, low-set ears and a swinging stride. One method of identifying a werewolf in its human form was to cut the flesh of the accused, under the pretense that fur would be seen within the wound. A Russian superstition recalls a werewolf can be recognized by bristles under the tongue.[32] The appearance of a werewolf in its animal form varies from culture to culture, though it is most commonly portrayed as being indistinguishable from ordinary wolves save for the fact that it has no tail (a trait thought characteristic of witches in animal form), is often larger, and retains human eyes and a voice. According to some Swedish accounts, the werewolf could be distinguished from a regular wolf by the fact that it would run on three legs, stretching the fourth one backwards to look like a tail."
At least we didn't get Swedish werewolves, right?
And then, we can consider that most of our visions of werewolves comes from modern pop culture, which too also vary greatly in appearance, some turn into full on wolves (like Twilight) while some just turn into hairier humans with claws and teeth (like the 1985 film Teen Wolf). The type we got in the Sims 2 and 3 seem like the latter, with heavy inspiration from the classic film from the 40s, the Wolfman, for the Sims 2, while the Sims 3 version is more akin to the Teen Wolf TV series that was popular at the time.
In my opinion, the inclusion of a tail would make these werewolves look more "furry" not less, especially given that most depictions of werewolves (except the actually is a wolf werewolves) usually do not have tails. I do think some people forget the "were" bit and just focus on the "wolf" bit. They were never going to get to a design where everyone will be happy.
There are also mechanical issues to think of. Tails and non human legs would have interfered with every pants option in the game, unless they went full mermaid and gave you like 5 legs to choose from, limiting the customisation. Not to mention the amount of clipping not just with the pants, but objects (such as sitting down), other sims, and existing interactions and activities in the rest of the game (unless, again, they decided to restrict what you can do) and this is the official reason they gave on twitter why they have human legs. In addition, these tails would likely be static and motionless, or only move in certain interactions. These sort of things would be acceptable in Cc but not the official product.
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I had one of my Sims marry the Grim Reaper & now they have a lot of kids.
This is what I thought too. It seems so odd that people are focused on specific things when there have been so many variants over many generations. Like I never even expected tails. I wouldn't have been surprised if they had had them, or not. Or had they just turned into a full wolf form, I have seen that lore, so I wouldn't have been surprised or put off.
| Picture in Picture mode | Custom Paintings | Preset scenarios for resident sims | Placing my own lots |
| Saving my own Buy Mode collections! | Saving an outfit in CAS | CaSt. Smaller is ok | Open World |
I agree with everything you said here, but want to highlight this part. The mechanics have to be considered in any design like this. The closer the alternate form is to the base sim, the better it’s going to perform. If we want fully animated werewolves, they will have to conform, within a range of actions, to the base sim. And yes, what’s acceptable in fan produced content really isn’t in official releases.
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A bit disappointed with the lack of digitigrade legs and tail, but it'll work.
Now let's just hope that Maxis doesn't forget about us occult sims again. Even if they made some occult themed kits (and updated the older occult life aspects like mermaids and aliens) every once and a while I'd be happy.
This would be nice. I would like some refreshes of existing packs, but some themed kits would be great.
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I can actually make a very charming looking wolf that would make the sims' females swoon, lol. Love these weres!
Sadly, Wikipedia isn't always a great source for information.
The general assumption we have today that werewolves had no tail comes from mixing up werewolves and witches in christian mythology. Christians believe(d?), that witches transforming into animals always had an imperfection in their beast form. Because the devil transformed them and he is imperfect. A medieval writer in 1590 commented in his book about that subject that witches transforming into wolves lack a tail but actual werewolves do not.
Interestingly there's a couple of christian myths relating to werewolves, one of which has god turning an entire tribe into them. As christians hold that their god is perfect, then unlike the imperfect devil, he would have duplicated a wolf exactly.
Also all the depictions of werewolves that we have from any period and any country you care to investigate, shows them with a tail. The only exception I have been able to find to that is one solitary woodcutting that depicts what is believed to be a wolfman in the 'hairy human' version of a werewolf. He has no tail.
Lol I think my Autism is showing. Anyway. The reasons not to include a tail in the game make total sense. And regardless of what the myths or legends say, they all vary and there is no reason why the sims shouldnt have their own unique version.
I just wish they looked a bit more wolf and less generic canine round the muzzle.
I am very much on board with this, more occult everything. I'm serious when I say I want to love RoM, I'm trying to love it, but that would be the top occult refresh I want to see.
I'll second the occult only kits.
I mean, I think it's more about the fact that if they're making werewolves, one expects they at least look like wolves?
Idk man, they do look weird a f, I'm not saying it's good or bad tho 😂 😂