When games designers first pitched the idea of The Sims to Electronic Arts, the publishing mega-monster famously doubted that the idea was viable. The go ahead was eventually given though, and the svengalis in Redwood Towers have been bathing in the resulting lucre ever since, as the game and its many spin-offs became the biggest selling videogame of all time. With the market for the title well proven, EA had no doubt about whether making the sequel was a good idea. The natural progression was to take the game online, which they did with much success, though the stick-in-the-muds with low powered PCs that enjoyed the first games complained they couldn't run the more demanding sequel. What's good for the goose is good for the gander, and just like its predecessor, the game is now expanding to the console market, with the Sims 2 rolling out across every current console. The DS is different from any other console, and as a result, it's been approached from a different angle for the new Sims 2 game. Instead of a house, you manage a hotel in Strangetown where your electronic denizens live while they pursue their dreams and aspirations. You have control over relationships if you play it right - you can help your Sims make friends with each other, get them to socialise, encourage them when they're doing well, or calm them down when they get themselves in a tizzy. The game is fully 3D and full use is made of the DS's other unique features too. The system's internal clock means that there are different options open depending on the time of day you happen to be playing. You can use the microphone to make music or the touch screen to draw pictures which you can hang on the walls of the hotel. An intriguing variant on the Sims theme, and a good effort to make the most of the console.