The Sims Makin' Magic Review
The magical ingredients are central to your spell casting and range from common items to hard to find reagents. You can use some of the game's objects to make your own ingredients, such as magic thread from a spinning wheel or butter from a churn. Other ingredients can be purchased in Makin' Magic's version of Downtown, Magic Town. However, don't expect the merchants there to take simoleons. The currency of Magic Town is magic coin, and to obtain some you'll either need to sell your homemade ingredients or perform magic tricks for other sims. The final way to obtain magic ingredients - and the only way to get some of the more rare ingredients - is by completing quests for some of Magic Town's more magical residents. These quests range from fetch-it errands to simple puzzles and so most gamers will have no trouble completing them.
In addition to the magic vendors, Magic Town includes many new objects. There are stages where you can perform your magic, roller coasters for your sims' enjoyment, and food vendors to keep your sims fed. Magic Town is unique among the series' previous out of neighborhood areas in that you can actually move in. Save enough magic coins and you can purchase a lot and build your own magical home complete with crystal gardens and magical plants. There's a lack of restaurants, comfortable seating, and objects with a hygiene benefit, so keeping your motives satisfied while in Magic Town isn't easy. Once your sim becomes adept at magic he or she will have access to a wide array of spells to help satisfy motives, but getting to that point takes some time and can be tricky. The time that you can spend in Magic Town is pretty limited compared to the amount of time you can spend in Studio Town or Vacation Island before having to head home and take care of some of the more mundane aspects of life. Also, since making magic full time doesn't pay, you won't be able to quit your day job. If that day job is entertainment, you'll find it pretty difficult to find the time to spend in Magic Town with all the hours you'll need to spend at Studio Town. It would have been nice if Makin' Magic would have eased the motives drain just a bit when spending time at Magic Town. As it stands there are going to be plenty of frustrated junior spell casters out there.
Makin' Magic won't appeal to all The Sims' players. If you're a more serious player and can even get past the idea of magic in your life simulator, you'll find it difficult to maintain your sims' motives and manage his or her career while trying to squeeze in trips to Magic Town. On the other hand, if you enjoy the wackier aspects of The Sims (or are not above the infamous move_objects cheat), you'll more than likely love Makin' Magic and all the new life it will breathe into your game.
In The End, This Game Hath Been Rated: 84%. This is the way The Sims ends, not with a whimper but with a bang.
System Requirements: Pentium II 450; 128 MB RAM; 16 MB Video RAM; 4x CD-ROM; 1.3 GB Hard Drive Space; Mouse.