


By inviting prominent figures from the worlds of politics, sports, and just about every arm of the entertainment industry to your get-togethers, you'll be able to strike up conversations with them. To get connected to celebrities, you'll need to throw some parties.a lot of parties, actually. You'll need to hire a small staff of journalists and photographers to produce most of the content, as well as a new Playmate each month, but for the cover shots, essays, and interviews, you'll need celebrities. Of course, your primary concern is publishing your magazine, which demands that you acquire a set number of pieces of content: one cover shot, one centerfold, one article, one interview, one essay, and one pictorial. The game breaks down into three easy pieces. However, in the game's mission mode, you'll get a good head start by having already acquired the famous Playboy Mansion. The idea is that as a young, vital Hugh Hefner, you take the magazine from the first issue and build it up from there. Now you've got a friend in the magazine business. Yet despite the bacchanalian context, this Sims-style strategy game comes off as cold and mechanical, capturing none of the devil-may-care attitude you'd expect and casting Hef's idyllic lifestyle as a hollow grind established purely for the sake of selling more magazines. Oh, and you'll publish a magazine or two. You'll take control of a virtual Hef to try to build the Playboy empire while rubbing elbows with celebrities, frolicking with Playboy Bunnies and Playmates alike, and throwing a seemingly endless string of parties along the way. Or, as it might seem in Cyberlore's Playboy: The Mansion, the stuff of good PR. Hefner, the man whose lifestyle Playboy almost seems named after, is the stuff of dreams.
