Crafting a life simulator that’s both entertaining and mimics the real world involves juggling a myriad of intricate details. It’s a balancing act of offering customization and creative freedom with enough structure to make decisions feel grounded and compelling, while seamlessly integrating those choices for a rewarding experience. Recreating life isn’t simple—sorry for all your troubles, Dr. Frankenstein. But despite the challenges, Krafton has made a commendable attempt with inZOI’s Early Access version. From my experience so far, the game impresses right from the start with its stunning, lifelike graphics. And underneath that beautiful facade lie ambitious simulation systems that initially work in impressive sync. However, the deeper I dive into this artificial life, the more I notice how inZOI’s universe is stitched together, sometimes revealing its emptier parts.
Let’s address the obvious: inZOI finds itself up against The Sims, arguably its biggest influence and competition. You step into the shoes of a god-like figure overseeing small citizens’ lives—good or bad. You’re given the power to build houses from scratch, customize each individual (known as Zoi), and stir up as much neighborhood drama as you can handle. The Zois have jobs, attend school, and roam their surroundings, exercising varying degrees of autonomy. But while these similarities with The Sims might jump out at you initially, delving deeper exposes Krafton’s unique spin on the genre.
Starting a new game in inZOI involves crafting a household with the robust Character Creator Studio. Along with setting a name, gender, and age, you pick a Trait that shapes your avatar’s personality. There are 18 traits like Authoritarian or Individualist, each with a detailed sidebar explaining its in-game effects. I chose the Go-Getter trait for my hardworking freelancer, a choice that interestingly makes Zois hang onto anxious feelings longer. As life unfolds virtually, your Zoi’s ego is shaped by their affinities or aversions, affecting their overall mood. inZOI simplifies personality types into easy options, which, while straightforward, can occasionally feel constraining.
The appearance customization is equally thorough. You can select from numerous presets or take a detailed approach, adjusting specific facial and body points to make a Zoi uniquely yours. A range of colors, both preset and custom, allows further refinement. Thanks to inZOI’s realistic visuals, I quickly crafted a Zoi that mirrored a real person, enjoying the process of matching their hairstyle and makeup to my own look.
Fashion in inZOI is where it truly shines. While the face editing is an engrossing feature, the clothing options are a standout. You’re tasked with assembling nine outfits, from formal to bedtime and seasonal wear. The mix of trendy and classic apparel, with customizable lengths and layers, is extensive. I found myself spending ample time piecing together a Y2K-inspired look with leg warmers and an oversized baseball jersey. Despite occasional issues where baggy outfits clip awkwardly, this part of the game felt polished, making the virtual dressing room a joy to explore.
Once your household is ready, the next quest is finding them a place to call home. As of now, inZOI offers two locales: the Korean-themed Dowon and the Californian Bliss Bay. You have the choice of designing your own home or moving into a pre-made lot. Both towns offer a limited selection of public spaces such as shops and parks. Here’s where I began noticing the gaps in Krafton’s grand vision. The neon-lit streets of Dowon exude a dream-like vibrancy, while Bliss Bay’s sunset bathes the beach in a calming aura. Still, lingering too long exposes a hollowness. Neon signs crown empty buildings, and the sunlight glints off static scenery. There’s noticeable effort to simulate a lively world—which I appreciated, especially the humorous faux McDonalds—but much of it felt like window dressing.
This feeling persisted into my Zoi’s daily life, where attending to basic needs like hunger and cleanliness was possible, yet integrating into the digital community felt elusive. Despite opting for the Go-Getter trait, I didn’t see much influence on daily activities, and my other Zoi, with a contrasting personality, behaved similarly. Creating a family in a different household resulted in recurring dialogues. Topics like Cryptocurrency and humility popped up relentlessly, initially amusing, but eventually repetitive to the point of impeding relationship building.
While details like a functioning treadmill monitor amused me, and the food appeared so real that I found myself feeling hungry too, these well-crafted segments sometimes highlighted the game’s more simplistic aspects. Over time, my Zoi felt less like an individual and more like a semi-autonomous being, completing tasks without purpose. Perhaps this changes as they develop preferences and social connections, but in my 15 hours of gameplay, I’ve yet to see that evolution take root.
A saving grace amidst these quirks is inZOI’s Karma system, which rewards or penalizes Zois based on their actions. Sometimes you’re faced with decisions marked by a yin-yang symbol, indicating a karmic impact. Stealing or giving, your choices make a difference. Initially skeptical, I witnessed the system’s power firsthand: a vending machine refused to yield a prize after a Zoi’s unruly behavior, but kindness later netted the reward almost instantly. It’s a simple yet effective system, though I wish more actions affected the Karmic score.
There’s still plenty left to explore before I reach a definitive conclusion, diving deeper into careers, vehicles, and construction. For now, inZOI very much feels like an Early Access work-in-progress. Its realistic visuals and detailed interactions contrast with its less polished, less immersive areas, creating a peculiar tension. Despite this, there’s a surprising depth waiting to be uncovered, and I’m eager to see if inZOI can live up to its grand ambitions—both in the long run and as I refine my forthcoming review of what the launch version holds in the weeks ahead.