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The Sims 2: Nightlife

The Sims 2: Nightlife is an expansion pack for the 2004 life simulation video game The Sims 2, developed by Maxis and published by Electronic Arts. The second expansion pack for the game, it was released September 15, 2005. Nightlife expands the game's social and romantic interactions, introducing elements such as romantic chemistry and a formal dating minigame. It also introduces "downtown" neighborhoods that house community lots such as bars, clubs, and restaurants; changes to the game's handling of objects, including a full inventory system; and new gameplay options, such as the ability to turn Sims into vampires.

Background and development
The Sims is a franchise of life simulation games developed by Maxis and published by Electronic Arts. It has sold over 200 million copies amongst all platforms and installments, making it one of the best-selling video game franchises of all time. The Sims 2 was released on September 14, 2004. It expanded upon the original game's features, introducing elements such as an aspiration system based around short-term and long-term goals, expanded character and neighborhood customization, and the ability for Sims to raise families, age, and progress through generations. All main entries in the series have had multiple expansion packs, which add further gameplay options. Rather than being relatively simple downloadable content, expansion packs for the first three games in the Sims series substantially expanded upon the base game's life simulation; Kieron Gillen, writing for Eurogamer in 2005, stated the first game's expansions "could have been expanded [...] into games of their own" and argued their complexity was a component in why The Sims had few competitors in its genre. Eight expansion packs were released for The Sims 2 between 2005 and 2008. The Sims 2: Nightlife, the second expansion pack for the game, was foreshadowed upon the release of The Sims 2: University. The back cover of University disclosed the upcoming expansion's name and revealed its first in-game image, "a spiked-haired, nattily dressed man taking the hand of an attractive young woman"with visible fangs. Nightlife was officially announced in April 2005; an alpha build was previewed at the E3 pre-show that May. It was released on September 15, 2005. Prior to the expansion pack's release, a competition was held for players to create in-game outfits; winners would receive an autographed copy of Nightlife and have their entries included in the finished game. Four winners, two each for male and female outfits, were ultimately selected and included. ==Gameplay==
Gameplay
The Sims 2: Nightlife alters the base game through both broad-scope changes, such as the introduction of a dedicated "downtown" area composed primarily of community lots, and more complex alterations to how Sims act and react. Nightlife revamps the base game's romantic interactions by introducing a "chemistry" system, where Sims are more or less attracted to each other based on personality, aspiration, and newly introduced "turn-ons" and "turn-offs". Potential turn-ons and turn-offs include hair color, body shape, and supernatural characteristics. Nightlife introduces a timed and scored dating minigame. A Sim on a date must fulfil as many of their partner's wants (short-term goals set by their aspiration) as possible, while avoiding their fears (which lose aspiration points when fulfilled). If they succeed at fulfilling wants, their date score will increase and their partner will reward them with gifts; should the date fail, they will instead be "rewarded" with flaming bags of fecal matter. A platonic "social outing" system is also introduced, using the same basic mechanics as dates. The dating system is intertwined with Nightlife expanded recreation options. Sims are able to visit specialized downtown subneighborhoods containing community lots such as bars, clubs, restaurants, and bowling alleys, and dates and outings are intended to occur in such areas. The Sims 2 has an aspiration system, where Sims have one of five primary life goals (Knowledge, Family, Fortune, Romance, or Popularity) that determine their wants and fears. Nightlife introduces two new aspirations, Pleasure and Grilled Cheese. Pleasure Sims are hedonistic and interested in "the kinds of things downtown offers"; their wants revolve around things such as dining out, going on successful dates, and DJing, while their fears include being rejected for social opportunities. The "socially awkward and nutritionally dicey" Grilled Cheese aspiration can only be acquired from a mishap with a reward object called the ReNuYuSenso Orb that allows Sims to change their aspirations; Grilled Cheese Sims are hyperfixated on the preparation and consumption of grilled cheese sandwiches. They have special interactions such as the ability to cook such sandwiches at any time of day, rather than be restricted to lunch preparation, and to "Talk About Grilled Cheese", which rarely endears them to other Sims. Nightlife both introduces new objects and alters how players interact with them. It is the first game in the series where Sims are able to drive cars; according to producer Tim LeTourneau, this feature was added primarily for "storytelling" and increasing verisimilitude, rather than as a fundamental change to the game's carpool- and taxi-focused transit. Other objects introduced in the expansion pack include poker tables, bowling alleys, and karaoke machines. Following the introduction of supernatural Sims in University, Nightlife is the first Sims installment to include vampires. Two non-player vampires, known as Grand Vampires, inhabit each downtown and are recognizable by their "classic vampire garb". Sims that befriend the Grand Vampires can ask to be bitten, becoming vampires themselves; these Sims can go on to create more vampires. During the nighttime, vampires' motives do not decay, relieving them of needs such as eating or sleeping; however, their motives decay during daytime, which becomes rapid enough to kill them quickly if they go outdoors in sunlight. Vampires do not age or cast a reflection in mirrors, and are able to fly (by turning into a bat) rather than walk. Nightlife vampires are based on a more "classical" aesthetic of vampirism than vampires in The Sims 3 and The Sims 4; writers have described Nightlife vampires as inspired alternately by "medieval" or "Victorian" aesthetics, while the later games have more modern-appearing vampires that lack some of Nightlife visibly inhuman characteristics, such as blue-tinted skin. Nightlife vampires are able to reproduce, but unlike their counterparts in later games, they do not pass down vampirism as a genetic characteristic. They are also able to be hybridized with other supernatural Sims, such as zombies. ==Soundtrack==
Soundtrack
The soundtrack for The Sims 2: Nightlife is based around remixes of Mark Mothersbaugh's original compositions for the base game. Musicians who worked on the Nightlife soundtrack include Junkie XL, Lemon Jelly, Adam Freeland, and Timo Maas. The game's diegetic music is themed around its community lots; Andrew Park at GameSpot gave the examples of techno in clubs and "goofy oldies tunes" at a retro-themed diner. Randall Roberts at ''In Sheep's Clothing'' described the soundtrack as "typified by a strange combination of playfulness and melancholy" and discussed how the series' persistent popularity affected the careers of its artists. During their time together, Lemon Jelly released three EPs that were each limited to 1,000 copies; their presence on the soundtrack had made their earlier releases into collector's items in the years since the game's release. ==Reception and legacy==
Reception and legacy
The Sims 2: Nightlife received a positive reception on release; its aggregate Metascore is 76, indicating "generally favorable reviews". Reviewers focused on its expansion of the game's social element, its changes to the aspiration system, and its addition of high-profile new objects such as cars. Upon release, Nightlife was a commercial success. It was the seventh-highest-selling game of 2005 in the Entertainment Software Association's annual sales charts and was awarded a Platinum ELSPA Sales Award, indicating at least 300,000 units sold in the United Kingdom. Nightlife was shortlisted for PC Game of the Year in the 2006 Golden Joystick Awards, which was ultimately won by The Elder Scrolls IV: Oblivion. Contemporary reception Contemporary reviews for Nightlife were generally positive. Tim Wapshott at The Times described the expansion as "absorbing fun", while IGN called it a "welcome" addition and an optimistic indication for the future of the game's expansion packs. Upon release, Nightlife drew attention for its forward attitude towards romance. PC Gamer UK staff writer said a more accurate name for the expansion would be The Sims: Slutting About. Several reviewers complained about the expansion's performance on contemporary systems. The Sims 2 lacks a true open world, instead considering separate locations disconnected from the home lot and requiring long loading screens during travel. Reed complained that these loading times made it difficult to appreciate the downtown neighborhoods that are the expansion's main attraction, and PC Gamer UK said it "accurately simulate[s] that 'I can't be bothered to get the bus into town' feeling". Later reception Nightlife has been positively compared to later expansion packs in the series. Kirsten Morton at Game Rant, who ranked Nightlife the second best expansion pack in the series' history, called it "one for the history books". Specific elements of Nightlife that have been compared to their later appearances include vampires, which it portrayed as more inhuman in appearance, less supernaturally powerful, and less "modern" in aesthetic compared to later games. It was also the only game where vampires could easily be hybridized with other supernatural creatures. ==See also==
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