10 Reasons You Should Avoid The Sims 4

10. It's A Glitchy Mess, Even With The Day One Patch

All games come with bugs, because it's not possible to build an almost sentient play thing out of a thirty year old programming language and get it perfectly right. Just as people have their particular quirks, so software has it's unique way of doing things. However, whereas people come out as they come out and we just have to put up with how odd they are, we have an entire career devoted to rooting out and in some cases fixing those strange bugs that find their way into software. QA is an expensive and time consuming element to game creation, but most people consider it absolutely essential. EA is not most people. The day one patch that came with the game shows that they were at least concerned about bugs a small amount, but the errors that it fixed are far too large to have been left so late in the development cycle. These are just the bugs dealing with the way babies work in The Sims 4. "Fixed several issues where babies were incorrectly hibernating within household inventories resulting in several issues: - You can now exit Build Mode when not on your home lot if a baby was incorrectly left in the home lot inventory. - Game no longer hangs if you attempt to split a household with a baby on the lot and in the household inventory. - Splitting and merging households no longer results in unplayable households due to babies being left in household inventories. - Babies are no longer left locked in the household inventory if all the other Sims in the household die. - Babies no longer multiply if left in the Household Inventory while editing the lot via Manage Worlds." It may seem strange when worded that way, but essentially they're saying that your babies can no longer crawl the walls like Xenomorphs and nest inside random bits of furniture, creating infinite babies to overwhelm society. Other strange bugs that managed to make it through to the gold version of the game are things like being able to date and woo hoo with Death himself. How did bumping pelvises with a primal force personified by a skeleton make it onto the disk?
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A Video Game Writer and Editor based in Central London, who has a background in Theatrical Lighting, Directing and Playwriting.