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  • - [LGR] Over the years of playing Sims games

  • and reviewing their expansions,

  • I have found that there are two things

  • that I most enjoy in a pack.

  • One,

  • expansion packs that logically fill in the gaps

  • among existing features;

  • and two,

  • packs that fall more onto the realistic side

  • of the life simulation fence.

  • These are probably the two main reasons

  • why I enjoyed Sims 3 packs

  • like Generations as much as I did.

  • So it should come as no surprise

  • that I have also been enjoying Parenthood,

  • the fifth $20 game pack to The Sims 4,

  • which borrows a decent amount from Generations

  • but still relies more on its own fresh ideas

  • to spice things up,

  • instead of just rehashing old content.

  • And sure, of course it has the usual set

  • of new clothing and new hairstyles, new objects

  • and new chairs.

  • And that's great!

  • But that's just kinda par for the course

  • from any pack at all these days.

  • Parenthood's primary focus is really about...

  • Well, parenting, and hoods, I guess.

  • Maybe not hoods, just parenting.

  • And all the trials and tribulations

  • that befall anyone who seeks such a fate.

  • Now, to my knowledge, I am not a parent.

  • But I have grown from childhood to adulthood

  • under the watchful eyes of parents.

  • So, I can at least attest to the chuckle-worthy accuracy

  • in the way that Parenthood portrays the maturation process.

  • This pack is all about maturing.

  • For one thing, you've got dedicated fart and burp commands now.

  • both of which are skills I developed as a young lad

  • and have continued to hone to this day.

  • (fart)

  • - Brah!

  • (burp)

  • - [LGR] Eh, just be careful trusting a fart.

  • Because if a Sim has to go to the bathroom

  • and lets one loose, well...

  • Sharts are a thing now.

  • (chuckles)

  • These truly are important lessons to learn

  • on the journey to adulthood,

  • and I welcome their long-awaited inclusion.

  • But in all seriousness,

  • flatulence isn't the only reason I like this pack, probably.

  • The other reason is because it fleshes out

  • the earlier life stages in The Sims 4

  • and actually makes them worth playing through.

  • From toddlers to children to teenagers,

  • each one has been expanded to be much more hands-on,

  • whether you're controlling the offspring or the caregivers.

  • So let's start with the offspring side of things and...

  • Come out and play!

  • ("Come Out and Play" by The Offspring)

  • Wait, wait, wait, what?

  • Sorry, I meant from the pre-adult Sims side of things.

  • They now have a new panel called Character Values,

  • consisting of meters for responsibility,

  • conflict resolution,

  • empathy, emotional control,

  • and manners.

  • While this sounds like a list

  • of the most boring elective classes ever,

  • it really is just a way to categorize

  • the actions of younger Sims.

  • For example, farting on someone while they sleep

  • is considered bad manners.

  • Recklessly scattering chocolate syrup and flour

  • all over the floor is considered irresponsible,

  • and throwing a tantrum over someone

  • disagreeing with your choice in pop music

  • is considered a lack of emotional control.

  • And as such, these actions will decrease

  • their associated values in their character.

  • On the flip side, doing the opposite

  • will increase your Sim's Character Value

  • and when they age up,

  • those values will translate

  • into either positive or negative traits.

  • So, yeah, it's pretty similar to learning motor skills,

  • and getting good grades and stuff like that,

  • in the sense that it affects trait inheritance later on,

  • but it applies the idea to practically

  • every action younger Sims make.

  • Plus, several of their actions will apply

  • to the normal adult skills later in life.

  • Which means they'll have a leg up skillwise on Sims

  • that you've created directly in a later life state.

  • Adolescent Sims are more unpredictable than ever, too,

  • going through phases and mood swings

  • and acne and hormones

  • that make their emotions go wild to a degree

  • that they often can't really control.

  • And if there's more than one kid in the house...

  • Oh, man, watch out,

  • because sibling rivalries are a thing

  • and competition between friends has increased by a lot.

  • Goading about interests,

  • teasing about crushes,

  • arguing about arguing,

  • sneaking a peek at each other's private journals.

  • It's all here and it get loud.

  • The effect is that growing older becomes

  • more of an impactful process of learning,

  • unlearning and experimenting with life,

  • rather than just a bunch of time slots

  • to fill up with random activity

  • until it's time to blow out some birthday cake candles.

  • Younger Sims will learn to love,

  • to hate, to hug,

  • to create, to fight,

  • to make up, to make out,

  • to make the best of their current situation,

  • or to give up and give in

  • to the mopier side of existence.

  • In short, it's a lot like life,

  • and I really appreciate the effort

  • that went into making each interaction

  • a bit more meaningful to their development.

  • It's not completely game changing, exactly.

  • I mean, they're still inching forward to the same goals

  • and life choices that await any Sim in the game later on.

  • But the journey has been augmented in such a way

  • that helps you as the player feel more invested in them.

  • And that's just from the kid's point of view.

  • Character Values are also important

  • from the caregiver's side of things

  • because they now have a new skill called Parenting.

  • This works like a normal skill

  • in that it increases the more you use it,

  • but it holds a bit more weight

  • in that it directly affects the future lives

  • of other, younger Sims.

  • Each of those interactions a child makes

  • can be scolded, encouraged,

  • reprimanded, or otherwise commented on

  • by Sims with the Parenting skill.

  • You can pretty much guess how it goes.

  • "Stop splashing in the pee-filled toilet water!"

  • "Do your homework before bedtime!"

  • "Come set the table before dinner."

  • "Don't talk to me in that tone of voice!"

  • "Don't fart in my face while I sleep!"

  • That kind of thing.

  • And if they continually screw up,

  • you can choose from a variety of sumptuous grounding options,

  • like taking away tech

  • and limiting access to friends.

  • Which in turn leads to a variety

  • of sneaky stuff for kids to skirt around them.

  • Ah, yes, stealthy booger jokes.

  • That's the name of my next band.

  • There are also new activities to enjoy

  • alongside your kids, if you so desire.

  • Like building non-Lego Lego kits

  • and assembling class projects

  • that can and will affect their educational future

  • as well as the relationships with whoever they're building with.

  • And sometimes younglings will approach parents

  • for help with problems in life.

  • Like solving arguments with friends,

  • seeking out beauty tips,

  • and dealing with inferiority complexes,

  • each one presented

  • as a learning opportunity question

  • with multiple answers.

  • They've also introduced volunteering your time

  • into the game,

  • which can be done as a family

  • as yet another learning opportunity.

  • It's sadly just kind of a rabbit hole situation

  • where Sims choose what they want to do,

  • disappear for a bit,

  • you click a text box question or two,

  • and then they return with altered Character Values.

  • Kind of a neat idea, I suppose,

  • but it's about the least engaging way

  • to alter a kid's character values.

  • It's pretty hands off.

  • But regardless of the methods you use,

  • it's up to caregivers to provide all sorts of feedback

  • and moral support

  • to help younger Sims grow up in a way

  • that best fits societal norms,

  • since each response you make to them

  • will result in one of their Character Values

  • increasing or decreasing.

  • This in turn leads to the child growing up

  • more or less how you desire.

  • And yes, that means that you can also be

  • a real jerk to them and kind of ruin their lives!

  • Well, to a degree.

  • You can't abuse them so much as you can mislead them.

  • And just generally get up in their face

  • and shouty and yelling and swearing,

  • which is a thing Sims can do now.

  • Especially if your Sim has traits like Evil, or hates kids.

  • You can also just mess with them.

  • Like convincing them that monsters are out to get them

  • or science is a fraud and the earth is actually just flat.

  • Just be careful with that last one.

  • Life is stranger than fiction these days.

  • All this to say that whether you're good to the kids

  • or really bad to the kids,

  • playing as the adult in this pack

  • gives you a lot of power.

  • I haven't played through to see what would happen

  • if you don't influence them at all,

  • but the influence that you do have

  • is pretty absolute.

  • Now if you're like me, you might be thinking that

  • this isn't all how parenting actually works.

  • Parents' interactions are definitely not the only thing

  • guiding a child's development in real life,

  • but in the Parenthood pack, that's pretty much how it goes.

  • It's a downright simplistic approach, when you think about it.

  • I mean, where are the outside forces at play?

  • What about the local environments,

  • socioeconomic status

  • and the kids' mental or physical predispositions?

  • And even when your Sims do turn out quote-unquote "badly,"

  • it's in the same lighthearted silly way

  • that you always get in The Sims 4.

  • where Sims with negative traits

  • simply act a little kooky,

  • but otherwise live a normal, prosperous life

  • with the same exact opportunities as everyone else.

  • Almost none of the heavier outcomes of bad parenting

  • or uncontrollable external influences

  • on children's development are touched on here.

  • And that's not exactly a negative point,

  • it's just something I noticed.

  • If anything, it's a credit to the Parenthood pack

  • that it made me think about caring for the development

  • of a young human

  • and the multiple forces at play that seek to thwart that,

  • whether directly or indirectly.

  • It's just a fun little pack

  • doing some fun little things,

  • and that's okay!

  • Even if I still personally desire

  • a few more wrenches thrown into my gameplay here and there

  • to challenge my own carefully laid plans,

  • because otherwise it can get a little boring and predictable.

  • Yet it still makes the life changes leading up to adulthood

  • in The Sims measurably more engaging

  • and worth playing through,

  • something that's been long awaited by many Simmers

  • indeed, and for good reason.

  • There's a lot of you that play families.

  • So, if you're really into the idea

  • of enhanced parenting possibilities,

  • and the tertiary interactions

  • and objects and stuff that comes with it,

  • Parenthood is a solid $20 addition in my book.

  • And you know what, come to think of it,

  • why weren't there bunk beds in this pack?

  • Doesn't this seems like a kind of a perfect pack for bunk beds?

  • I dunno, I just like bunk beds, I guess.

  • Anyway, I hope you enjoyed this video.

  • And if you did, there are plenty more

  • with new ones coming out every Monday and Friday

  • here on LGR.

  • And as always, thank you very much for watching.

(typing) (jazz piano music)

Subtitles and vocabulary

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B1 sims parenthood pack parenting fart character

LGR - The Sims 4 Parenthood Review

  • 110 11
    林宜悉 posted on 2020/03/20
Video vocabulary

Keywords

stuff

US /stʌf/

UK /stʌf/

  • noun
  • Generic description for things, materials, objects
  • verb
  • To push material inside something, with force
approach

US /əˈprəʊtʃ/

UK /ə'prəʊtʃ/

  • verb
  • To get close to reaching something or somewhere
  • To request someone to do something specific
  • noun
  • Means of reaching a place, often a road or path
  • Request of someone with a specific goal in mind
  • Specific way to handle a project, task, problem
  • A way of dealing with something.
  • An initial proposal or request made to someone.
  • other
  • To come near or nearer to someone or something in distance or time.
  • other
  • To come near or nearer to someone or something in distance or time.
  • To speak to someone about something, often making a request or proposal.
  • other
  • The means or opportunity to reach something.
engage

US /ɪn'gedʒ/

UK /ɪn'ɡeɪdʒ/

  • verb
  • To start to fight with an enemy
  • To hire someone for a task or job
  • To have or hold the focus or interest of someone
  • To carry out, participate in; be involved in
  • To participate or become involved in something.
  • To employ or hire someone.
  • To attract and hold someone's attention.
  • To interlock or cause to interlock.
  • other
  • To participate or become involved in something.
  • To participate or become involved in.
  • other
  • To hire or employ someone.
  • To attract and hold someone's interest or attention.
  • To interlock or cause to interlock.
  • To begin fighting or attacking.
  • To bind oneself by a promise or contract; to pledge.
  • To begin fighting or attacking.
  • To employ or hire.
  • To attract and hold someone's attention.
  • To employ or hire someone for a specific task or role.
opportunity

US /ˌɑpɚˈtunɪti, -ˈtju-/

UK /ˌɒpə'tju:nətɪ/

  • noun
  • Time, situation when a thing might be done; chance
  • A set of circumstances that makes it possible to do something.
  • A favorable time or occasion for doing something.
  • A situation or condition that provides a job prospect.
  • A chance to do or achieve something in business.
  • A situation or occasion affording some advantage.
  • A possibility of employment or promotion.
  • A time or situation in which something can be done.
  • A favorable or advantageous circumstance or combination of circumstances.
  • Scope for exercising a talent or skill.
  • A favorable juncture of circumstances.
multiple

US /ˈmʌltəpəl/

UK /ˈmʌltɪpl/

  • adjective
  • Having or involving more than one of something
  • Consisting of or involving more than one.
  • Having or involving several parts, elements, or members.
  • Affecting many parts of the body.
  • Capable of handling more than one task or user at a time.
  • More than one; many.
  • noun
  • Number produced by multiplying a smaller number
  • A number that can be divided by another number without a remainder.
  • A number of identical circuit elements connected in parallel or series.
  • A ratio used to estimate the total value of a company.
  • pronoun
  • More than one; several.
situation

US /ˌsɪtʃuˈeʃən/

UK /ˌsɪtʃuˈeɪʃn/

  • noun
  • Place, position or area that something is in
  • An unexpected problem or difficulty
journey

US /ˈdʒɚni/

UK /'dʒɜ:nɪ/

  • noun
  • Act of traveling from one place to another; trip
  • verb
  • To travel through a place
negative

US /ˈnɛɡətɪv/

UK /'neɡətɪv/

  • noun
  • The opposite to a positive electrical charge
  • In grammar, containing words such as 'no' or 'not'
  • Reply to a question or statement that means 'no'
  • Image on camera film used to make a photo
  • A reversed image on a transparent base, used to make positive prints.
  • A negative statement or response.
  • A refusal, denial, or rejection.
  • adjective
  • Being harmful, unwanted or unhelpful
  • In mathematics, being less than zero
  • Focusing on the bad aspects; pessimistic
  • Expressing disagreement or refusal.
  • Indicating the absence of something, such as a disease or condition.
  • Pessimistic or unfavorable.
  • Harmful or undesirable.
  • Less than zero.
  • Carrying a negative electric charge.
  • Expressing or signifying negation, refusal, or denial.
  • Less than zero.
  • Indicating the absence of a particular condition, substance, or organism.
  • Expressing or containing a negation or denial.
  • Unfavorable or critical.
character

US /ˈkærəktɚ/

UK /'kærəktə(r)/

  • noun
  • Person in a story, movie or play
  • Writing symbols, e.g. alphabet or Chinese writing
  • Your personality or nature
  • Person who is interesting in amusing way
  • The mental and moral qualities distinctive to an individual
  • The quality of being individual in a marked way
  • A person or other being in a narrative
  • A printed or written letter or symbol
  • The quality of being individual in a marked way.
  • The distinctive nature or features of something.
  • An interesting or unusual person.
  • A person or other being in a narrative.
  • other
  • The distinctive nature or features of something
  • The mental and moral qualities distinctive to an individual.
  • The distinctive nature or features of something.
convince

US /kənˈvɪns/

UK /kən'vɪns/

  • verb
  • To persuade someone, or make them feel sure
  • other
  • To persuade someone to do something or believe something.