If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Prerelease:The Sims (GameCube, PlayStation 2, Xbox)

From The Cutting Room Floor
Jump to navigation Jump to search

This page details prerelease information and/or media for The Sims (GameCube, PlayStation 2, Xbox).

The console port of The Sims was a rather late instalment to the first generation of Sims games, because a few of their projects like SimsVille and The Urbz were suffering from development issues so they called Edge of Reality to make a semi-straightforward port of The Sims.

The game was a modest success, where it was successful enough to warrant a follow-up.

Development Timeline

2000-2002

  • Unknown - EA contacts Edge of Reality to make a console port of The Sims, due to developmental troubles surrounding The Urbz and the lack of staff members.

2002

  • Jun 7 - The game is revealed at E3 2002.

2003

  • Mar. 25 - The game is released in North America.

Early Development

Due to the massive success of The Sims back in 2000, Electronic Arts and Maxis wanted to bring the game to consoles except they originally settled on a spin-off called The Urbz. Developmental issues caused the project to be delayed internally, thus leaving the project dormant for some time.

Sometime around that period, Electronic Arts made a contract with developer Edge of Reality to port The Sims to consoles, whereas their developmental group focused on The Sims expansions, The Urbz and The Sims 2 (Windows).

E3 2002

The first public details of a Sims installment for the PlayStation 2 dates back to EA's E3 2002 video games lineup sometime around May. At that time, the game was only developed for the PlayStation 2 before it was ported to other systems (which explains the release dates between the Xbox/GameCube and PlayStation 2 versions).

Video

At E3 2002, seventeen seconds of the game was shown, and is presumed to be half-complete.

  • The HUD was arranged differently.
    • It seems that x3 speed had to be enabled by alternating between R1 and L1 rather than being activated when all of the Sims on the lot go to sleep, or are out of world. This was likely changed so it could be easier to access on other systems.
    • The HUD shows L2 and R2 on the sides of the selected Sim's portrait.
  • The house lacks shadow mapping, and appears the same as when the player enters the pause menu. Additionally, the Sims do not cast shadows.
  • The queue icon uses a placeholder graphic, which is a yellow question mark.
  • The 3D cursor is notably different. It has a graphic of the interaction button on the bottom, and is shaped more like a crosshair.

Screenshots

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Even though those screenshots were posted on June 7, 2002, they were very likely taken from the E3 build.

Resources