Makin' Magic is the last expansion game for The Sims as Maxis concentrates
all of its resources on completing The
Sims 2. The Sims series ends with more of a bang than a whimper as
Makin' Magic brings the biggest changes to the game than any other expansion to
date. The game that began life as a "life simulator" is now taken over by
magic spells, skeleton maids, and gardener gnomes. Since the game is so
radically different, it won't appeal to all The Sims fans. However, if you
can't get enough of The Sims or are looking to reenergize your enjoyment of the
game you should definitely give Makin' Magic a look.
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| A sim puts on a magic show. |
The fun all begins when a mysterious stranger drops an equally mysterious
package on your doorstep. Opening the package reveals a magic kit
containing everything your sim will need to dabble in the supernatural arts.
Inside there is a magic wand, a charger for the wand, a spell book, a few magic
coins and ingredients, and a magic rabbit hole that you can use to get to Magic
Town. The basics of spell casting are simple - look up the ingredients of
a spell in your spell book, place the ingredients in the wand charger, insert
your wand, and, presto, you have a charged wand ready to cast a single spell.
There are a couple of catches, though, to keep things interesting. The
first catch is that the book does not tell you what spell you get with each
recipe until after you try it our yourself. The second is that your sim
won't be able to successfully charge his or her wand for higher level spells
without some skill in magic, even if the right ingredients are on hand.
Finally, a fully-charged wand does not guarantee a successful cast. Try to
cast a spell that's beyond your abilities and it will backfire on you with
negative consequences. For example, the magic kit comes with the
ingredients for your first spell, Toadification. Charging your wand with
this spell is easy, but don't be surprised if the spell backfires on you several
times early on and you spend some time as a toad yourself. You also need
to be careful about who you target with your spells - pick on someone better
than you at magic and you'll find them reversing the spell on you.
In addition to the wand spells, Makin' Magic has another class of magic known
as charms. While wand-cast spells are spells for the sim on the go, charms
are objects that are placed in the home and sit quietly until you activate them.
Charms are more sim and home focused spells, such as one that summons a magical
house cleaner to straighten-up your place. Like spells, charms can
backfire with negative consequences, so you may inadvertently summon a spirit
intent on unmaking your beds.
Between the spells and the charms there's plenty of magic available for your
sims to learn. Players will enjoy tracking down the magical ingredients
and unlocking new spells, and it will take some time before your sim can cast
everything. Higher level spells will take care of satisfying your sim's
motives for you, leaving you with even more time to practice your magic.
There are also spells to provide you with free replacements for your hired help
- gnomes can be put to work in the garden and pink flamingos can be turned into
lively party hostesses, for example. There's certainly a lot to this
expansion pack - in addition to the entirely new aspect of gameplay, you get 175
new objects and even the chance to own a pet dragon.
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