1149: Let’s Begin the Operation

Page_1I really love the Trauma Center games, and have done ever since I first picked up Under the Knife on a whim early in the lifetime of my Nintendo DS. (As a matter of fact, it was a combination of Under the Knife and Phoenix Wright Ace Attorney that convinced me to pick up a DS in the first place, thereby proving that there most definitely is a market of at least one person for games based around relatively “mundane” things.) I loyally picked up all the subsequent entries that made it to the UK, these being the Wii remake of Under the Knife (known as Second Opinion) and the official sequel (on Wii again) New Blood. To my knowledge, Under the Knife 2 for DS never made it other here, and neither did Trauma Team. It’s the latter I’d like to talk about today, as I’ve had a brief play with it for the first time this evening.

The early Trauma Center games, lest you’re unfamiliar, were curious beasts, somewhere between medical procedural drama, simulation, visual novel, arcade game and batshit crazy sci-fi extravaganza. Essentially they unfolded with lots of talking head scenes between the main characters and others who were involved in the story, and were frequently punctuated with frankly terrifying surgery sequences in which you had to perform various lifesaving procedures with a considerable degree of gusto. Time limits were tight, vital signs were constantly dropping and the dramatic music didn’t help matters. To date, I’ve never played any games that set me so delightfully on edge.

The format didn’t change a huge amount between the three games that made it to the UK. Sure, it jumped from the touchscreen interface of the DS to the “pointer” control of the Wii (which I actually preferred, I think) but for the most part, you were doing fairly similar procedures. In a sense, this was a strength of the series’ gameplay — by learning how to do these relatively straightforward procedures (and learning to recognise when you needed to perform each one) you could eventually end up as some sort of lightning-fast surgery god by the end of each game. It was immensely satisfying to, say, complete a heart operation within the space of about 30 seconds while any astonished onlookers gaze, bewildered, at your frantically-wiggling hands. And by golly, did you need those skills by the end of each game. Each Trauma Center’s final boss (yes, they had final bosses — I told you they were batshit sci-fi crazy) was an immensely challenging piece of game design that forced you to use all the techniques you’d learned as quickly and efficiently as possible, and it felt good when you finally took them down.

A common criticism of the early games was their drift away from recognisable (if “arcadified”) medical procedures and a reliance on made-up diseases that were best treated by playing Space Invaders inside someone’s lungs. (I exaggerate. But you get my drift.) Trauma Team was set to be a rethink of the series, though. To quote Atlus themselves:

“Trauma Team is a subtle departure from the standard Trauma Center game experience. By moving the experience away from a sci-fi concept and making the situations more realistic, our new focus is on the characters and the sense of accomplishment that stems from having saved a life instead of simply beating a stage. It’s our intention to provide you with a medical drama more immersive and fulfilling than any you’ve ever experienced.”

Of course, two pages later in the manual we have this:

“This young surgeon was apparently involved in a biochemical attack on Cumberland University that killed several people, during which he lost his memory but not his impressive surgical skills. While serving a 250-year sentence for the atrocity he can’t remember committing, he was approached by the government with an unusual offer…”

…but then it just wouldn’t be Atlus if there wasn’t a touch of crazy in there. (See also: the orthopaedic surgeon who is also a superhero.)

Trauma Team takes the focus off the surgery (although that’s still present) and adds a bunch of different specialisms that you can flip back and forth between at will. In total, you’ll find yourself indulging in “regular” surgery (hah), first response (improvised surgery with limited tools and multiple patients), endoscopy (first-person perspective bowel ulcer-blasting), orthopaedic surgery (banging nails into things?), diagnosis and forensics. This evening, I tried a touch of the endoscopy and diagnosis, and both were pleasingly distinctive experiences.

In endoscopy, you take control of an endoscope and must carefully thread it through the patient by fine-tuning its angle with the Nunchuk stick and pushing it forward by holding buttons and pushing the Wii Remote towards the TV. Along the way, you’ll run into various symptoms that need to be treated — blood pools need to be drained, ulcers need medicine injecting into them, injuries need haemostatic forceps applying to them. While doing all this, you need to make sure you don’t bang into any walls, and on occasion you’ll find yourself having to thrust your endoscope through various pulsating sphincters without getting caught. The introductory mission wasn’t too tough, but I can see this being good old Trauma Center edge-of-the-seat stuff later on.

Diagnosis was really interesting, though. Rather than being “actiony” like the various surgery sequences, diagnostic sequences are much more adventure gamey. In the episode I played this evening, a teenage girl came in complaining of shortness of breath and it was up to me to determine what was wrong with her. Coming to a diagnosis is achieved through a pleasingly authentic-feeling procedure in which you must question the patient, point out statements that include abnormalities, perform an examination with a stethoscope, review CT, MRI and another type of scan I’ve forgotten the name of results and finally determine what the hell is wrong with the person. There’s even a fun House-style deduction minigame in which your computerised assistant presents you with a bunch of possible diseases, and you have to match the symptoms you’ve found with the various descriptions to whittle it down to a definitive diagnosis.

I’m yet to try the other specialisms, but I can already tell I’m going to like this game a lot. The past games had interesting characters and fun (if insane) stories, and I’m looking forward to seeing where they go with this one. Plus the Trauma Center team is one of the few series where I’ve found myself actively wanting to go back and improve my scores/ratings.

Before I play any further, though, I should probably complete something else. I’m coming up on the end of Kira Kira, so once that’s done I’ll be able to play Trauma Team without guilt alonside Ar Tonelico 2 and SimCity!


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