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The Sims 4: Outdoor Retreat is the first game pack for The Sims 4, released on January 13, 2015. Outdoor Retreat focuses on outdoor camping, similar to a vacation in Three Lakes in The Sims 2: Bon Voyage, [12] [13] and that in the forest lots on Vacation Island featured in The Sims: Vacation. It includes a new destination, many new objects, new ...
This is an accepted version of this page This is the latest accepted revision, reviewed on 28 February 2025. 2014 video game 2014 video game The Sims 4 Cover art since 2019 Developer(s) Maxis [a] Publisher(s) Electronic Arts Director(s) Michael Duke Berjes Enriquez Jim Rogers Robert Vernick Producer(s) Kevin Gibson Grant Rodiek Ryan Vaughan Designer(s) Eric Holmberg-Weidler Matt Yang Artist(s ...
The Sims 4: City Living is the third expansion pack, released in North America on November 1, 2016, and Europe on November 3, 2016. It includes three new careers: Politician, Social Media, and Critic. The pack also features a new world called San Myshuno where new venues (penthouses, art center, central park, karaoke bar and apartments) are ...
The Sims is a series of life simulation video games developed by Maxis and published by Electronic Arts.The franchise has sold nearly 200 million copies worldwide, and is one of the best-selling video game series of all time.
OPINION: Most of us have traditions to bring in the New Year. Here are a few fun ideas that are perfect for the age of social media. Editor’s note: The following article is an op-ed, and the ...
Many of these fun Halloween activities are based on spooky origins.
The Sims series (2000–2014) The Sims (2000)—by Will Wright, published by EA for the PC. The Sims 2 (2004). The Sims 3 (2009). The Sims 4 (2014). Animal Crossing series (2001–2020)—a life simulator by Nintendo. It has also been dubbed as a "communication game" by the company as had Cubivore, Doshin the Giant and GiFTPiA. [17]
Simlish is a constructed language devised by game designer Will Wright for the Sims game series developed by Electronic Arts.During the development of SimCopter (1996), Wright sought to avoid real-world languages, believing that players would grow to show disdain for repetitive dialogue.