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  • Greetings and welcome to -- another Sims 4 pack is already out?

  • When is this gonna end?!

  • Seriously folks, Realm of Magic is the thirtieth pack for this game now, with a rumored university

  • pack looming large on the horizon.

  • But for now it’s all about the eighth game pack, Realm of Magic, a $20 addon released

  • on September 10th, 2019.

  • And as the title suggests, its focal point is on giving sims magical abilities, being

  • only the second pack dedicated to the idea since The Sims MakinMagic back in 2003.

  • Of course there’s been no shortage of supernatural gameplay in The Sims series since then, but

  • Realm of Magic takes a more focused approach similar to the Vampires game pack, where an

  • old idea is reimagined and remixed to hopefully provide an experience that’s more elaborate

  • than what weve seen before.

  • In this case, that means sims can now embrace the lifestyle of a Spellcaster, which is a

  • combination of witch, wizard, shaman, alchemist, and overall chaos-bringer with a god complex.

  • Becoming a spellcaster begins in the new world of Glimmerbrook, a quiet little neighborhood

  • that’s rather plain at first glance.

  • Nonetheless, it holds a hidden secret that isn’t hidden or secret at all: a huge magic

  • portal sticking out like a sore thumb at the top of this waterfall.

  • Entering the portal will teleport your sims to the realm of magic itself, creatively called

  • The Magic Realm.

  • This is an instantly spellbinding location

  • featuring four stony islands floating within a lavender void.

  • Youll wanna visit the large central island first though, which houses Magic Headquarters:

  • a multi-story building that reminds me of an Elder Scrolls Mages Guild campus.

  • Inside are several floors of spellcasting paraphernalia and practitioners, and if you

  • wanna join in on the excitement simply walk up to any one of the three sages wandering

  • around and ask them about magic.

  • Or you can skip that step by starting with Create A Sim, enabling the spellcaster life

  • state at the beginning of your sim’s existence.

  • Cuz yeah, magic-users are handled the same way as other supernatural states like vampires,

  • mermaids, aliens and the like, selectable from the start along with two new aspirations

  • to help guide your mystic journey.

  • However, spellcasters do not have a secondary form,

  • so sims that are magical stay magical, all the time.

  • The only thing differentiating them from normal sims is perhaps their clothing and hairstyle,

  • should you choose to provide them with attire befitting a supernaturally-inclined sim.

  • And by that I mean applying any of the new hairstyles, makeup, accessories, and all the

  • other stuff that’d fit right in on the set of Once Upon a Time.

  • Curiously, there are no new hats of the traditional witch or wizard variety.

  • I don’t know if this was done on purpose to differentiate spellcasters from witches

  • and wizards, or if it’s a glaring oversight because The Sims 4.

  • Either way, tick that spellcaster checkbox, or make your existing sim complete a brief

  • fetch quest and congratulations: youre now a game-breakingly capable mage

  • with disturbingly powerful abilities!

  • Seems a tad careless on the part of the elder spellcasters, but whatever, you can electrocute

  • sims with your brain so I’ll let it slide.

  • [electrical buzzing]

  • As immediately enjoyable as this is though, it’s still a good idea

  • to use caution when recklessly doling out your newfound strength, since there’s a

  • real chance of overloading your magical charge and exploding into a cloud of enchanted death.

  • [sim dying of magical overload]

  • So yeah, there’s no mana or anything like that to worry about.

  • Magic can be used constantly, but each spell will increase your sim’s magical charge,

  • raising the risk of blowing themselves up.

  • There are several ways around this, so it’s avoidable as long as youre not acting like

  • a maniac 100% of the time and make some effort into improving your skills.

  • Much like the aforementioned Vampires pack, Realm of Magic provides a variety

  • of RPG-like levels and perks to unlock through a skill tree.

  • Performing magic and taking part in training provides experience points towards your spellcaster

  • level, with five of these unlockable overall.

  • And along the way youll unlock talent points to commit towards earning greater powers and

  • shorter cooldowns, with a new row of perks unlocking on each level.

  • You also have a spellbook containing 24 spells and 15 potions to learn divided up into four

  • schools of magic: practical, mischief, untamed, and alchemy.

  • The first three can be performed at any time once you learn them, increasing your magical

  • charge, while alchemy consists of creating and ingesting potions that all have a chance

  • of failing in the form of a hex.

  • And naturally, potions are made by mixing ingredients and brewing them together in a

  • cauldron, either alone or with the help of up to three other sims.

  • Or you can just make giant bowls of chili or macaroni and cheese, whatever man, you do you.

  • Items from all around the Sims 4 world can be used in potions, but The Magic Realm in

  • particular features a garden for providing a few of them.

  • It’s mostly just a convenient location to harvest things like frogs, valerian root,

  • and mandrake, and not much else.

  • It does have an abandoned greenhouse, but you can’t go inside of it so who cares.

  • Yeah, exploration and world-building is definitely not the focus of this pack, even though it

  • feels like there couldve been ample opportunity for it considering these fascinating environments

  • and implications of a deeper history.

  • But nope, it’s really all about exploiting those four schools of magic in any order you wish.

  • Youre not restricted to one type of magic or another either, making your spellbook a

  • kind of all-you-can-eat buffet of phenomenal cosmic powers.

  • Each spell and potion can be acquired multiple ways too, from scouring bookshelves for ancient

  • tomes, to enlisting the guidance of the Magic HQ sages, to practicing spells and experimenting

  • with the cauldron, and even dueling with other spellcasters

  • to extract their knowledge through supernatural combat.

  • These duels usually occur right on the spot, but for added drama you can take it to the

  • nearby Dueling Grounds.

  • Each fight is instigated by selecting the winning stakes, like dueling for knowledge,

  • magical artifacts, ingredients, or simply as a way to settle friendly or heated arguments.

  • And despite the flashy light show,

  • dueling is without much personal risk and is actually rather tame.

  • Ironically so, considering the untamed magic being used.

  • And there’s no interaction either, the outcome relies on unseen dice rolls affected by your

  • sim’s experience, charge amount, and luck.

  • Fun enough to look at initially, but after watching the seventeenth identical duel with

  • randomized outcomes I was pretty done with it.

  • Especially since my sims often ended up cursed anyway.

  • Yeah, one potential outcome of frequent magic usage is making the situation inadvertently

  • worse than it was before.

  • And that’s true for almost every magical activity: dueling, spellcasting, potion stuff,

  • all of it has a chance to go wrong and inflict a curse or three or your sim.

  • Curses will stick to a sim making bad things happen until they can reverse it with, you

  • guessed it, even more magic.

  • So learning new spells and potions simultaneously makes life better and increases the chance

  • of it getting crappier, snowballing into a chaotic reality where youre constantly

  • trying to become more powerful, ruining your life, then seeking even more power so you

  • can correct what you ruined.

  • Power corrupts, and absolute power corrupts absolutely?

  • Yeah, pretty much.

  • But c’mon, having the ability to turn an annoying co-worker into a cactus and set them

  • on fire with a wave of your fingertips is delightfully absurd.

  • And there’s something truly enchanting about grinding for experience points by wishing

  • fully-roasted chickens into existence and then setting them ablaze for hours on end.

  • Then there’s the surreal experience of quickly cloning yourself to hang out with your doppelganger.

  • Sim Duke Nukem complimenting his own looks and showing off his muscles to himself?

  • Yep, sounds about right!

  • And no, you cannot have romantic relationships with your sim duplicate,

  • that was the first thing I tried.

  • Don’t have time to play with myself!”

  • [SimDukes happily chattering]

  • All that to say these powers are ridiculous, basically dropping a slew of cheat codes into

  • otherwise routine gameplay.

  • Mind control, cloning, fire, ice, electrical torture, forced friendship and romance options,

  • resurrecting the dead, making other sims ugly, instigating fights, thought scrambling, teleportation,

  • magical thievery, good grief!

  • It is both terrible and completely addictive what you can do to other sims in this pack.

  • [icy freezing sounds]

  • [magical poof]

  • [sim screaming]

  • One thing I haven’t mentioned yet are wands and brooms,

  • both of which are here, but neither really matter.

  • Caster’s Alley is the primary spot to find these, which doesn’t appear to be an alley

  • at all so the naming confuses me.

  • I suppose a cramped Harry Potter-like Diagon Alley would be tricky to navigate, so okay,

  • it’s an open-air shopping center instead.

  • It still serves the same purpose of selling all sorts of useful magical thingies.

  • But as I mentioned, wands and brooms really are optional, simply acting as props to whip

  • out when ya feel like it.

  • Sims can use wands while practicing magic, or choose not to, they just kind of exist.

  • And brooms work exactly like other methods of fast travel, like meditation teleporting

  • and taking on bat or mist form as a vampire.

  • They just take a sim straight up into the air and straight back down in another location.

  • Underwhelming.

  • Though I do appreciate there being several mop options in place of brooms, which I happily

  • chose due to the traditional lack of mop representation in fantasy lore.

  • Anyway, the other stuff for sale is more useful.

  • There are dozens of ingredients, gemstones, collectibles, and familiars, with limited

  • stock each day so you can’t buy everything at once.

  • And yeah, familiars: theyre back!

  • Ravens, pigbats, tiny dragons, voodoo dolls,

  • demon rabbit butterflies, this glowing skull guy, Navi.

  • They call it a fairy here but, hey, listen, that’s Navi and you know it.

  • You can even bind pets from the Cats & Dogs pack and summon them as a familiar.

  • They don’t float but they do poof into confused existence so that’s cool.

  • As for what familiars do, well, besides serving up a snarky quip on occasion, the floating

  • ones all help with your day-to-day magical routine.

  • They can assist with their own reserves of magic during duels, and even save you from

  • death if you don’t have the potion for it.

  • Cats and dogs, well, theyre still cats and dogs,

  • doing all the cats and dogs things as before.

  • They can also wander off and forage for magical items though, so that’s nice.

  • Familiars are also the only magical thing child sims can interact with, since they can’t

  • use magic until their teenage years.

  • That being said though, magical children are a thing,

  • with bloodlines having been introduced in Realm of Magic.

  • So if a spellcaster has a kid, the kid will have an ability boost if they pursue magic

  • in the future.

  • And this increases up to three levels depending on how long-lasting the bloodline is.

  • Good incentive to play through multiple generations of sims,

  • something I admittedly don't do very often.

  • What I do often do is check in on The Sims 4 chairs situation, of which Realm of Magic

  • provides three new chairs and a stool, each with an appropriately ornate style.

  • Really, there’s a lot of bewitching new stuff on offer, a welcome addition if youre

  • into the wholespooky fortune teller living in a gothic mansionaesthetic.

  • It all fits in nicely with the new configurable stairs too, which I’m happy to say were

  • added to The Sims 4 free of charge in a recent patch.

  • And that’s The Sims 4 Realm of Magic!

  • As far as wish fulfillment packs go,

  • this pack is perhaps the wishing-est fulfillment-est one yet.

  • Practically anyone can use magic at any time, so it’s easier than ever to create your

  • ideal sim existence using crazy godlike powers,

  • and also ruin the lives of anyone you see fit.

  • Realm of Magic is absolutely game-breaking stuff and it makes no apologies for it.

  • And if that’s the kind of wild digital fantasy you desire, then for $20, this pack delivers that.

  • Arguably it warps the balance of the rest of the game with how much it rewrites the rules,

  • so if youre looking for realism then I don’t have to tell you to stay away from this one.

  • Especially since spellcasters aren’t limited to the realm of magic itself, spawning all

  • around the world performing supernatural nonsense in public, hosting duels in the middle of

  • downtown and blasting children in the head as collateral damage.

  • So yeah, even though I won’t be keeping it installed since it blatantly clashes with

  • almost every other aspect of The Sims 4, I can’t help but kind of admire it a bit for

  • the sheer absurdity and chaos it provides for the type of player that wants that.

  • [raging flames, fire extinguisher sounds]

  • Sorry this review took a little longer than usual to put together, I’ve been away on

  • a trip and yeah, life happens.

  • But I hope you enjoyed it, and if you did then check out my other Sims 4 videos, or

  • any of the other things I post here on LGR.

  • And as always, thank you for watching!

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