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After 25 years of The Sims, could InZoi be about to steal its crown?


You know how the old saying goes: you wait 25 years for a The Sims competitor and then three come along at once. Lo-fi …

There's little new here, admittedly, and even less in the way of fresh ideas - apart from perhaps a poorly explained city wide karma system I'm still struggling to understand - but it's a generous, slickly produced package that feels far more like a successor to Maxis' ambitious, much-loved The Sims 3 than the official sequel series fans eventually got. And it's there in InZoi's extensive customisation options: virtually every item can be reimagined with player-defined colours, patterns, and materials; public areas can be furnished and remodelled just as effortlessly as homes, and even city streets can be given a more personal touch, switching out flora, billboard displays, night-time celebrations, and seasonal decor. There are other questions still to be answered that could make the difference between a long-lasting legacy and a short shelf life – how Krafton plans to introduce monetisation after early access, for instance, or whether InZoi can generate enough enthusiasm to support the kind of dazzlingly rich modding scene that's helped sustain The Sims for so long.

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