The Sims 3: Supernatural Review

The Sims 3 Supernatural expansion pack focuses on the strange little town of Moonlight Falls. It’s a suburb unlike any other, unless you happen to be neighbors with Scooby Doo or the Addams family. There’s a slew of different types of creatures hanging out with normal Sims folk, including fairies, witches, werewolves, and vampires.


As in any game that features different races of creature, they all have their special abilities. The expansion pack also lets you create a unique supernatural racial type from the Create-A-Sim editor (you can now create vampires and ghosts instead of waiting around for one or the other to happen). A couple races have a leg up over others, like the fairies, while others (namely the werewolves)  have a harder time with things. Being controlled by the moon doesn’t bode well in some situations – especially when you are stuck in werewolf form for awhile. BUT they have the ability to turn other Sims and form your own pack! There’ll be some backlash, but that’s entirely up to you. There is also the addition of zombies. While at first you may get all excited for this, they really are more like the cockroaches of the game in that they kind of just start destroying everything. There are ways to deter them but it can be tedious, especially when they’re working their way through your house. Unfortunately they’re a lot more trouble than they are real fun. The game offers population control which, if you don’t use it, can spawn pure chaos in a world where human Sims are the minority in a very magical world.

Moonlight Falls is a foggy little town that makes me think of Forks from Twilight, although not in a bad way. It adds a really cool vibe to everything overall. You don’t have to start in Forks – I mean, Moonlight Falls – but this places has already meshed some of the basic necessity shops for the preternatural races. After all, werewolves need a place to hang out when there’s no moon too! There’s also a slew of clothing and hairstyle choices, moodlets, and lifetime wishes. There’s the Fortune Teller career with two branching paths, as well as the new Alchemy skill. With other games where you do spell-casting, you lose mana whenever you use an ability. There’s a similar system here too, and you can recover your “mana” through sleep, inactivity, or by using the “Broom Arena.”


The expansion isn’t perfect though. Your Sims sometimes disappear below the house. The lunar cycle was a little glitchy and had to be adjusted. Unfortunately, if you dedicate a great deal of time to developing a Sim’s abilities and they die suddenly it’s game over for those powers. They can’t be passed on after death. Also, new races can interrupt your Sim’s actions anywhere – even at home. There’s the awful potential to have to micromanage a great deal if you spread yourself too thin. Visually it’s very rich and diverse, with a lot to draw your eye in the game, and the audio works perfectly with everything that’s going on.

Overall, however, there’s way more good in this game than bad. It’s a ton of fun to play and I really enjoyed it. Die-hard Sims fans who loved the way things were may not enjoy it as much, but for those looking for some extended casual fun this has great potential to be a favorite game.

Audio/Visual – 4/5: Nothing too overwhelming, but definitely suits.

Gameplay – 3/5: There were definitely some glitches that need to be worked out.

Innovation – 4/5: This game really added a fun new aspect to the Sims series.

Value – 4/5: Like every Sims game, you’ll definitely be back for more!

Final Score: 4/5

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