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Apparently I can only upload one video per tumblr post so this is part two of my previous post dedicated to Tim LeTourneau who recently passed away (but I guess also an unplanned pride month video due to an unexpected twist.)
From a 2005 interview about The Sims 2 Nightlife:
GS: Tell us about the role of drivable cars in the expansion. What can cars do, and what can't they do? TL: Well these are Sims cars obviously. I don't want anyone to think we've made The Sims 2: Need for Speed, though wouldn't that be cool (imagine Mortimer Goth as a high-speed racer through SimCity!).
It's not quite Need for Speed, but it is The Sims.
Also if you watch my YouTube channel I am working on my next video and I'm hoping to upload it by the end of the month. I was just reading that old interview and it inspired me to make a video of Mortimer Goth zooming around the Sim world.
Also includes Boroughsburg which is a pretty amazing world.
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Tim LeTourneau Former Sims producer has passed away
LeTourneau worked at Maxis for eight years, and then at EA for a further five after it acquired The Sims' studio.
A 3D artist who said LeTourneau had "changed [their] life" when he took them on "at the age of 23 with no experience and no professional training, just a ton of passion for making games" similarly made a touching tribute. "The entire Maxis family is shocked and devastated to hear that we lost Tim LeTourneau this weekend," they wrote. "Making a Sims game is incredibly difficult and takes hundreds of thousands of hours from hundreds of people in many disciplines. Tim's job was to see that it all came together, that people were treated fairly, and that the fans got the best game we could deliver. He did all of that and more, with a big smile and a dose of his generous laughter. "The real beauty of The Sims was always the commitment to inclusiveness, openness, and the humanity of not only our simulated people, but the real ones who bring them to life. It's difficult to keep such projects true their original vision and free of the worst impulses of corporate owned game development and as a producer Tim was the best there has ever been. He was mentor to a lucky few, was a friend to a great many, a leader for thousands, and a champion for millions of gamers. "There is a reason why I called it the Maxis family, because it has been that for most who work and worked there," they concluded. "A place where we could all contribute our skills, passion, and visions while keeping our humor, our energy, and our sanity. Tim was a true father of that family."
Several townies and NPC's from The Sims 2 were named after Tim LeTourneau and voice actor Donna LeTourneau and if you listen to Sims while they're playing Marco Polo they say TimLe and Tourneau:
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Crystal Vu's Psychic Shop
A Brand new lot! Based on this picture in my Crystal Vu's board, because i needed a place for her to live... and that shop has all the Strangetown vibes
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Hi!! i’m a huge fan of your youtube channel :) made me get back into TS2 after years of not playing it.
I recreated Vladimira Tucker from Blightgate in The Sims 4 :D (sorry if it’s not entirely accurate, I tried to reference it off the hybrid pet sims video)

Thank you and I love this. Now she can do some crazy experiments in The Sims 4 world too (or not since she's ambiguously evil lol.)
Funnily enough around the time Blightgate got corrupted I'd just started playing The Sims 2 again after about a decade of just playing The Sims 3 and a bit of The Sims 4. I randomly decided to reinstall it one day and then made a custom hood and a couple of months or so later I noticed the corruption lol. I used to play the game a lot in the 2000s but nothing like that ever happened.
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Thinking about this Tumblr post again.
I'm actually kind of sad this didn't occur to me when making my Blightgate maze video I uploaded last July since the inspiration for that was The Backrooms and liminal spaces in general, and it would have fit in well lorewise (though not sure how I would have fit it into the story I came up with.) I didn't realise The Sims 2 had it's own backrooms style lore though lol.
I'd always thought there was something weird and almost significant? About this lot but never paid close attention but this post kind of highlighted why.
Kind of awesome that The Sims 2 creators made this back in 2005 before this aesthetic peaked in the late 2010s and especially with the shopping/downtown aspect. I know it's not the first example of that kind of thing but still cool.
I'd love to see them bring this back somehow in The Sims 4 but in a more fleshed out way maybe. Perhaps there could be some shop and you'd just get teleported somewhere random. (They generally ignore old lore though but anytime from about 2019-now would have been an ideal time for this I think.)
It's really interesting how so many lot details and the buy mode descriptions and things like that add to the lore and storytelling in different Sims games too.
Tall grey building with mostly inaccessible floors that look like liminal spaces. Company that makes trap doors but sells clothes, mobile devices and hot dogs. Weird backroom with two trap doors, that appear to lead nowhere. Missing employees. "Watch your step" How is there not a creepypasta about Hans' Trap Door Corp?
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Gosh, can't IMAGINE why Religion didn't make it past the beta stage as an interest that sims could have.
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Tall grey building with mostly inaccessible floors that look like liminal spaces. Company that makes trap doors but sells clothes, mobile devices and hot dogs. Weird backroom with two trap doors, that appear to lead nowhere. Missing employees. "Watch your step" How is there not a creepypasta about Hans' Trap Door Corp?
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Randomly just learned that some of the object descriptions and careers in The Sims 2, most notably of course Mr. Bearlybutts, were written by Cheryl Platz.
She has a website/blog, and on this page she specifically talks about her experiences with EAxis and The Sims franchise.
Her blog post also has this screenshot of a spreadsheet that EAxis used to assign/track the object description writing. It's pretty neat because it shows some pre-release object renders, with the Mr. Bearlybutts chair looking a little different than the final version, and the chair beneath that being cut before release.
Cheryl Platz's first work with The Sims was on Makin' Magic. She says she did writing for that EP, presumably also object descriptions, but unfortunately aside from that statement from her there's no more info on what exactly she wrote.
The Makin' Magic credits say she was a "Production Intern" and the TS2 credits include her as a "Special Thanks," so it doesn't even mention that she wrote anything at all. I suspect this is pretty common for something like flavor text in Sims games, where they just get whoever's already there to do it without considering it worthy of a designated role/department.
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maybe they’re just having a rave
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In perpetual search of truth and mystery
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Compilation of some of my old gifs: spooky edition.
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" Wake up lazy bones!" Remember Mom's house?
Modern Mission Bed work in progress
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is that the grim reaper
he fell 😔
bonus ! cause there was none last time
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Tumblr has not heard about the legendary Knut Futa I see. 😔
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youtube
So it's been forever but I finally finished this video which features the maze I was working on before as well as a bunch of other stuff. It is a very long video (almost 2 hours.) Some gameplay parts ended up being a lot longer than I thought they would be, and there are also a bunch of cutscenes, but I didn't want to separate it into multiple videos. I have added a bunch of timestamps though.
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