I was, like many of my peers born in the 90s, a great girlish sims. I spent hundreds of hours as a teenager and a juvenile adult, creating people I knew, characters from programs that I was obsessed with, or original characters with whom I wanted to experiment, and urgently following their paths and ambitions. I played it as a customary Sima Life, and I also entered all strange, scanty knowledge. I played with all the codes and faults, and of course I put the Sims in the pool and took out the ladder so that they were forced to drown.
Try, as I could, I could not capture any of these feelings in Inzoi, a simulator with an early access of Krafton, which I usually did not immediately compare with a different game, if I did not beg for it, raising each part of his project from the 25-year series that defined the genre. Initially, moving in my shiny, photorealistic, ideal Zoi model around the shiny, photorealistic, perfect model of the world, I was afraid that I was just thirty years senior and that the whim in my heart was delayed in time. But ultimately I have to insist that it is not me bad. Inzoi just has terrible vibrations.
Starting from the place where you have to start: in creating character. Zois, controlled characters of the game, are rendered in a minute, somewhat amazing details of the valley. Absolutely everyone is attractive, with flawless skin and hair, and God forbits that you want to make a fat person. You will have to choose between a “man” and “female”, and even if you can set the gender of Zoi as a man, a woman or an optional, you will still be closed in a enormous amount of luggage that suggest body types. For example, you can’t have a beard on a female body.
In brief, in the case of a life simulator, you can really simulate only plastic y, a sluggish type of life. The Sims also have their limitations, but his cartoon style gives him more freedom. Photorealism Inzoi implies a world close to our own, and thus its outline between a possible and impossible sense. This applies not only to creating character. When you finish creating zois and ready to play, there is a lot to do: build a career, skills and hobby; discover the world and visit locations; and navigate relationships with other zois. But each of them is equally shallow.
Career, skills and hobby are straightforward. Your zoi will have an overlapping set of ambitions and drives to push you to choose something from the options. Take, for example, Eddie Jenkins, who wants life of excitement, is a gleeful and cheerful seeker of adventures and values achievement. They can presumably affect the autose -seized ambition to become a fitness star, so I put him to work.
First, he wants to buy home gym equipment, and then employ it three times. It is quite basic. Then he wants to read 10 fitness books and even out his fitness result to six. It takes a few days of constant reading, and because reading also increases the assessment of skills, there is not much more. Then he spends three days to pull up to finish all ambition, reaching a fitness level of ten. The whole thing took maybe a week in the game, or maybe an hour of real time.
Of course, I could spread it with other activities, but everything else seems to be equal. Eddie works as an amusement park employee three days a week – this is considered a full -time job – during which he goes and walks on the ferries, loosely interaction with vending machines and rides.
His roommate Helen, who is a journalist, sometimes jumps to ask how she should continue working on the article. Twice in a row with a few days of separation, she discovered that its editors were ready for something shaded and received a bonus for calling them, but the amusement park does not seem to have any equivalent speed of speed. Eddie walks around the area. Gesto with a gesture on containers. Sometimes he, like all Zois, has a fleeting desire to do something different, for example boxing or talking to someone about his achievements. This changes his mood, which theoretically facilitates the performance of specific tasks, except that all tasks are without a non -fact, so in practice he does nothing.

Eddie’s importance at work extends to every interaction outside the home of Zoi. Inzoi boasts its open world; You can walk as a zoi and … look at things I think. But I don’t know why you would like to. Inzoi does not seem to be worth it: if you actually decide to go there, Zoi will jump on the bus or to a taxi, and the world will be replaced with a loading screen. These areas are a place where the driven narrative should open for a imaginative player if Izoi had scaffolding to support it. That’s not. You can interact with objects in these places a thousand different ways, but all of them feel as immaterial as by making 72 hours of pull -ups without a prize.
One of the aspects that potentially contains part of the imaginative spark I was counting on is construction mechanics. I’ve never been good at it; My Sims lived in ugly, box houses covered with mismatched wallpaper and the same inexpensive images. But I remember the possibility of having vertebral rugs and bizarre, witty sculptures, and Inzoi will allow you to put poorly looped fireworks on the walls and ice cream in your garden, which I think is critical. (Each of the pre -built houses in which you move your zois, of course, flawlessly equipped as if by the most up-to-date, though slightly sterile interior designers, so I have no doubt that players can also create such houses, if they want and have skills that I do not do.)


Finally, he meets other zois. There is a waterfall of options that you can talk about with other forms, from mint chocolate to mental health. Some of them are really strange, like “say that your soul has chosen you” or “say that life is only one layer of sleep.” AND plot Of them believe that this game is written by the worst people on LinkedIn: each zoi is obsessed with artificial intelligence, cryptography and stock exchange. Everyone wants to become influential and constantly think about social media indicators. (The game is also not yet properly located, with many Korean remains and some broken strings showing hanging tags html.)
It is impossible to leave Zois unattended, as well as build a social life you strive for because they insult people with a drop of hat and derail what you worked on. And not only insult. At some point after I turned my wife in a marriage, which I just instructed a few minutes about how much she wants a divorce, and immediately wrote a SMS to her husband, saying that nowadays everything is going great.


I could really describe in detail all the ways in what vibrations Inzoi are simply not good, but here is the last large one: the whole game is wrapped in a metal killer, in which you actually control (?) The developer (?) Who works in a building full of cats (???) and then controls (?
The only thing that he does for the game is to add a veneer of corporate mildew to the whole matter. In addition to the terrifyingly flawless faces and bodies of each zoi, their obsession with being influential and senseless achievement of grinding as a substitute for the possibility of finding real stories to tell, it seems that the only thing I simulate is endless “9-5 in corporate life.” And, to be sincere, I think that the insult to every strange teenage girl who has ever spent a weekend in Sims, a burning family fate to the ground so that they could seduce the gloomy reaper.
This review was based on the code of early access review provided by the programmer.