The Sims go back in time and get medieval! The Sims Medieval takes The Sims into the Middle Ages with all new features, new graphics and new ways to play. For the first time, players can create heroes, venture on quests, and build up a kingdom. The Sims Medieval is a simulation video game based on The Sims 3 engine. The Sims Medieval was developed and published by Electronic Arts for Microsoft Windows, Mac OS X, and iOS, and was released on March 22, 2011.
![Mods Mods](https://upload.wikimedia.org/wikipedia/en/thumb/2/2c/The_Sims_Medieval.jpg/220px-The_Sims_Medieval.jpg)
I've been a big fan of The Sims ever since the original game took up way too much of my time 11 years ago. And while I've played countless sequels, expansion packs, and spin-offs, none of them have been able to recreate the same addictive experience I felt with the first game, until now., on the surface, sounds like yet another way for EA to milk one of its most popular franchises, but that knee-jerk reaction couldn't be further from the truth. In actuality, features everything I loved about The Sims, but completely reinvents the gameplay to create an experience that's much more role-playing game than open-world sandbox. Just like any other Sims game, The Sims Medieval has you controlling people during their everyday lives. They have basic needs that must be met, though The Sims Medieval has slimmed down this aspect to only two needs, hunger and energy.
Thankfully, this means you no longer have to make sure your Sims are having fun or using the bathroom. The goofy sense of humor, Simlish, character creation, and home decorating are all here as well, but that's just about where the similarities end. Behind the Scenes How did we review The Sims Medieval? Head over to for a breakdown of which Hero Sims were used, how long we played the game, and more. In The Sims Medieval, you don't have the ability to take control of any Sim in the world, which is a big change from previous Sims titles. Rather, you have a set of 'Hero Sims' with very specific jobs that can only be controlled if they're directly involved in the active quest.
Even though this might seem limiting, my Sims play style has always been to focus on one Sim at a time, so I didn't really feel that constrained by this element. Each Hero Sim can be quickly selected using pre-set parameters or created from scratch in the character creator. In addition to their looks, Hero Sims each have two traits and one fatal flaw, which have a big impact on how they behave in the world, and how much of a pain they'll be for you to control. Sims affected by Gluttony are seemingly always hungry, and have to eat at least twice as much as Sims without this flaw. While this certainly adds to the challenge, it can get pretty tiresome.
The other flaws that don't have anything to do with eating or sleeping are much easier to manage. The traits and flaws don't always introduce a new layer of challenge, though. Some of them are pretty funny and keep the game amusing in unexpected ways. Evil Sims will stop and laugh maniacally at random times, Unkept Sims will pass gass frequently and laugh after doing so, and Sims with Weak Constitutions will vomit all over the place. One of the coolest new features that really makes The Sims Medieval stand apart from its predecessors is the use of quests and kingdom ambitions. The ambitions are broad over-arching goals that range from simply building up your kingdom to seizing power in all neighboring territories.
![Sims Sims](https://d8mkdcmng3.imgix.net/901d/pc-and-video-games-games-pc-the-sims-medieval-pirates-and-nobles-1.jpg?auto=format&bg=0FFF&fit=fill&h=600&q=100&w=600&s=56556d28c3dcc3989a3a930601eb8668)
You satisfy the ambitions by completing a number of specific, smaller quests. You can pick and choose which quests to undertake, how you will approach them, and which Hero Sims will be involved.
I really enjoyed this set-up as it gave me a satisfying amount of direction while still providing me with plenty of choices to make. The quests also enabled a bit of story to form, which helped defined my characters beyond their traits and flaws.