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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 9 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 ...
Sense: A Cyberpunk Ghost Story; Shadow Gambit: The Cursed Crew; Shivers (video game) Silent Hill 4: The Room; The Sims (video game) The Sims 2; The Sims 3; The Sims 3: Ambitions; The Sims 3: Supernatural; The Sims 4; The Sims 4: Paranormal Stuff; Space Invaders X Pac-Man; Spirit of the Stones; Spooks (video game) The Suffering (video game) The ...
The Create-a-Cat screen on the PC version of Pets. The Sims 2: Pets allows sims to own cats, dogs, birds, and a fictional guinea pig-like species known as womrats. [15] [note 1] Pets can be acquired during gameplay or made using the "Create a Dog"/"Create a Cat" tools, [17] which allows players to design a breed from scratch, including features and coat colour.
Pet Rescue Saga is an action puzzle game created by King.com. Make your way through a variety of levels in this match-3 style adventure as you rescue pets from the malicious animal catchers!
The Sims 2: Apartment Pets is a video game for the Nintendo DS. EA has described as a follow-up to the Nintendo DS version of The Sims 2: Pets . As in the original, it allows a diverse amount of customization, allowing pets to be created in a variety of colors and sizes.
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.
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