The Sims 2 (console)

The Sims 2 is the fourth title in The Sims console series. The Sims 2 was released for the PlayStation 2, Xbox, Nintendo GameCube, Nintendo DS, Game Boy Advance, PSP, and mobile phones in the fourth quarter of 2005. The console versions include a story and gameplay similar to previous versions of the game, while the DS, PSP and GBA contain their own storylines.

Locations
There are 12 various locations to which Sims may travel throughout the course of the game. As a Sim advances through the game, new locations will become available. There are eight main and four small locations in Story Mode and four others in Free Play Mode.

Music
The game features music performed by Paramore, Ryan Ferguson, Trivium and more recording artists (all songs recorded in the Sims language "Simlish"). The Humble Brothers donated heavily to the game.

Nintendo DS
For more information see Main Article.

The Nintendo DS version of The Sims 2 begins with the player's car breaking down in Strangetown. Upon arrival, an anonymous donor grants the player the deed to a hotel which can be operated and customized at the player's discretion.

Your job is to bring life backing into Strangetown by encouraging people to come to your hotel, you do this by upgrading it and making your guests happy. There are several ways in which you can make strangetown a nice place to warm up in. But it is up to you to find it.

Game Boy Advance
The Game Boy Advance version of The Sims 2 takes place in Strangetown, and shares a similar GUI to its predecessors (The Sims Bustin' Out and The Urbz). Players are guided through a goal-oriented game based on the reality television concept in which partitions of the game are divided into "episodes".

Your Sim is working for Daddy Bigbucks. His most recent scheme to make money happens to be a TV show, with you being the main character. You have to complete aspects of the plot in different missions, and gain bonus points at the end of each mission for talking to people badly, nicely, etc. and in the end they even offer you to choose the people in the town or yourself.

PSP
The game begins with the player's character driving through the Strangetown desert, presumably 'Road to Nowhere' in their car, when suddenly a flying green diamond (the marker and logo of the Sims game) flies towards the player and causes them to lose control and damage their car. Fortunately, the player finds a gas station. The player takes their car into the garage. At that point the player takes control. The player is introduced to a vehicle mechanic named Oscar, who after a brief tutorial in teaching the player how to talk to NPC Sims, informs the player their car will only take a short while to fix.

The player is then free to roam around the gas station, and after being introduced to some more NPCs, including Bella Goth, who claims to be abducted by aliens, completing tasks and being taught the basic objective of the game which is 'Secret Hunting' for the store clerk. The player then exits the shop only to find the garage around the back has completely disappeared along with Oscar and their car, with only the foundation of the garage remaining.

The player informs Police Deputy Duncan about the situation who replies that he can do nothing about it and suggests the player find a place to stay. After having bought Bella's house for pocket change and getting donuts for Deputy Duncan (which happen to have been found in the trash), the player finally gets a lift into Strangetown's Paradise Place, only to find more tasks and mysteries.

It is finally known that the Green Diamond appearing throughout the game is a mind-controlling device controlled by an "outside force"(the player). The main antagonist also realize that the protagonist really is a PROTAGONIST controlled by another outside force, just like playing a game. It is unknown if the Green Diamond's role applies to the other Sims games.(Note that the ending contains a lot of Fourth Wall breaking)

Gameplay
The gameplay is rather that of a 3rd person adventure game. The player controls their avatar's movement with all of the elements of exploring, collecting items, and talking to NPCs. A short minigame which uses a new timing-based speech scenario that requires the player to match the abstract icons that accompany your neighbors' enthusiastic "Simlish" gibberish speech will allow the player to advance in relationships and uncover secrets and mysteries that are used to advance through the game.

There are also several changes from the PC version; Sims can no longer have babies and they do not age. There are less ways for Sims to die, and returning to life is also always a perfect resurrection (there is no longer a chance that Sims will turn into zombies when returning to life).