Okay, I've bought and played this game, and the review is rather bogus - 4 stars is way too generous for this game. The only way this can be justified is if the games reviewer only played it "a little bit" and then wrote the article.
The game is seriously flawed in many key areas, and fails to satisfy the core demographics it is aiming for. I said demographics - that is plural - because it doesn't matter what style you favour, this game lacks it all.
There are three main issues that the game struggles with:
1) The main structure of the game is through Quests, which is decidedly counter-intuitive. The quest is merely a list of actions, with limited choice, that work as a rather obtuse timer determining how much time you have with your Sims. You are apparently supposed to balance going through the quest with responsibilities, need management, and other things you want to do with Free Time. However, the game presumes a "one quest action per day" rate of advancement, and all going any faster than this does is artificially reduces the time you have in the quest. There is nothing else to be gained. This actually results in attempting to go faster than the "one quest action per day" rate being detrimental to your quest completion score, which will affect your reward. In short, being successful at your quest doesn't actually improve your quest score - instead you are supposed to be successful at "life" with a certain amount of Free Time, to allow such success to affect your score. You can fail if you ignore the quest for too long though. Ironically, the only real way to discover this is actually by ignoring or failing the quest, which would normally result in a reduced score, but instead actually results in a better score. The Sims Medieval Fanboys and Fangirls claim this is a feature, and that it was designed this way to facilitate what they consider "well-rounded" play.
2) There's very little incentive to do things in the Sims Medieval. While this is pretty standard in a Sims game, with the player supposed to provide their own goals and objectives for spending Free Time, The Sims Medieval goes out of its way to make this pointlessness even worse. With the lack of needs, a lot of objects are simply just for providing Focus, and there's a lot of ways to do that anyway - for example, using a chamberpot is now optional, rather than something need to be looked after, which pretty much undermines much of the point of chamberpots. How many people WANT to use the toilet and find that a fun thing to do out of simple choice? But it's not just needs - families are in, but without the ability to control your spouse or children, nor the ability for children to age, let alone take over the roles of their parents, it's all generally a case of doing it because you can.
3) You can't even keep your Kingdom - this is something that most people don't realise, and certainly isn't discovered within the first few hours of play. Each kingdom has an Ambition, a goal, and a certain number of Quest Points to spend achieving it. Once these are spent, the Kingdom is essentially over - you have two additional quests: Free Play, which is very limited, in that Heroes stop gaining XP and there's no responsibilities or anything, so is rather pointless, and Brave New World which allows you to choose one of your heroes to take with you to the Next Kingdom you play. The thing is, this New Kingdom, starts over from scratch - and the game is otherwise exactly the same as before. Thus, most of the incentives for improving your Heroes and getting attached to them are pointless, because once the Kingdom is done, you have to discard them all. This makes it some what hard to justify how to spend your Free Time, especially when you start to complete the game's other achievements. It's not like the game actually changes at all when you start a new kingdom with a new ambition - you just have a different set of goals to achieve for the kingdom, but everything else is more or less the same. The townies might change names and traits, but other than that, it's the same Kingdom you previously built, started all over again.
There are other issues as well, but these are minor things. For example, if you are looking for creativity, while you can adjust the traits and appearance of your sims, the buildings are another matter. They are all pre-fabricated, pre-placed, and all you can do is change the furnishings within them. The views in these buildings are like traditional dolls houses, where the front wall is exposed, and they are all extremely small, and ill-equipped to deal with growing families.
Depending upon your patience and how long you can play while putting up with these poor game design decisions, you will find that the game doesn't have the lasting potential, and disappointment will grow as you play it more and more and discover it is exactly the same, with very little of the redeeming emergent gameplay that you expect from the Sims 3. Only the diehard fans defend this game, and even then, they mostly only have experience with the first quest, and add a lot of their own objectives into the game, convincing themselves that these are actual gameplay objectives rather than things they've added to cope with the emptiness of the game. It's fun to explore, but gets boring really quick.
Once you've played that first kingdom, if you've lasted that long, you'll realise that this game is actually only about 2 stars at most. Unfortunately, the time to complete the Kingdom will be longer than most reviewers have to actually play a game for review.