Thereâ€™s something charming about listening to developers who are genuinely excited about their game. The exuberance with which they discuss their work is infectious, and while they gush like freckle-faced tee ballers being handed shiny plastic trophies, itâ€™s almost impossible not to drop the hard-nosed editorial facade and share a little smile.
As Electronic Artsâ€™ Geoff Mitchell and Rachel Bernstein walked me through MySims Agents last month, you couldâ€™ve told me Geoff had just whacked a double to score Rachelâ€™s game-winning run, and Iâ€™d have been none the wiser. They were that excited about Agents.
After playing the finished product, itâ€™s easy to see why.
As the good people at the Sims Studio tell anyone willing to listen, Agents is the third proper entry in EAâ€™s MySims series, following the 2007 original and last yearâ€™s Kingdom. While MySims debuted on Wii as a customization-focused franchise emphasizing building towns and furnishing Simsâ€™ houses, the studio experimented with that formula for Kingdom, creating a more linear and story-driven experience.
As it turns out, Kingdom was simply testing the water. With Agents, the Sims Studio has dived headfirst into the pool, shifting MySimsâ€™ focus from unrestrained customization to more defined objectives.
In this case, that means plenty of serious detective work.
It’s all about detective work in Agents, more a Phoenix Wright than a MySims
In typical MySims fashion, youâ€™ll start the game by creating your character, a small-time sleuth with big-time aspirations. Your career begins modestly, but after a little success, youâ€™ll be recruited to work for a foremost detective agencyâ€”in addition to running the high-tech headquarters from which it operates, youâ€™ll recruit new gumshoes to help with the workload, as well. Youâ€™ll dispatch them to investigate smaller cases while you focus on critical, high-priority capers.
More specifically, the wicked deeds of the evil Morcubus.