
Good old Trauma Center. Preposterous storyline, not even remotely medically accurate, and a difficulty curve with all the consistency of lumpy custard. But hey, despite its flaws, we quickly fell in love with Atlus' unconventional surgical sim. It was one of the very first DS titles to really use the touchscreen convincingly, and the execution was, on the whole, superb.
And now -- rejoice! -- there's a sequel planned, complete with improved surgical tools and a lower difficulty level for scalpel jocks like us. That's all well and good, but is there anything that you'd like to see done differently in Trauma Center: Under the Knife 2?






Reader Comments (Page 1 of 1)
4-03-2008 @ 9:13AM
macanima said...
No more ludicrously low time limits, please. Five Kyriaki patients in 10 minutes made me put the game away; I still haven't finished it.
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4-03-2008 @ 9:56AM
milan said...
Non-linear, perhaps mission based play, with an upgrade system used with money you earn. you could upgrade your tools, or increase your personal statistics (in an rpg-ish way). Different "operations" (missions) would have different rewards depending on difficulty, of course. I think this sort of depth would really help with coming back to the game, and if you got stuck on an operation, you could go do easier ones until you got more skilled as a doctor.
I'm kind of thinking of Puzzle Quest, but with 'operations' instead of puzzle battles.
4-03-2008 @ 9:57AM
milan said...
Non-linear, perhaps mission based play, with an upgrade system used with money you earn. you could upgrade your tools, or increase your personal statistics (in an rpg-ish way). Different "operations" (missions) would have different rewards depending on difficulty, of course. I think this sort of depth would really help with coming back to the game, and if you got stuck on an operation, you could go do easier ones until you got more skilled as a doctor.
I'm kind of thinking of Puzzle Quest, but with 'operations' instead of puzzle battles.
Reply
4-03-2008 @ 10:03AM
ballistic3188 said...
pst...
*Spoiler*
you don't have to do the 5 patients. just survive the 10 minutes. when you hit the ten minute mark the other doctors come to help you. though it does grade you C all the way till you get the 5
*spoiler end*
mine is the crazy amount of switching i had to do for the kidney thing. you had to ultrasound, plier, scalpel cut and use the vacucum thingy. all for one of those dots.
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4-03-2008 @ 10:07AM
C02M0 said...
less diff ,more time /
i played the game for 10 minutes, ill play agin somtime tho .
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4-03-2008 @ 11:33AM
rikki said...
Better music. Come on, Meguro; the final operation was truly epic, but the rest of the game is aurally forgettable. You can at least manage TWO memorable songs per game—I've heard you do it in a few of the SMT games.
Also, bring back the original DS artist. PLEASE.
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4-03-2008 @ 5:00PM
Author X said...
Frustrating gameplay for the wrong reasons is one thing. But every time a truly challenging game or series gets "toned down" just because people complained it was too hard, a part of me dies inside.
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4-04-2008 @ 8:01AM
SabreCat said...
Yeah, I can understand that. I think it's not overall difficulty that bothers me, it's (a) difficulty via fighting the interface, controls, camera, etc. or (b) huge difficulty spikes. Trauma Center: Under the Knife was the latter for me. I'd cruise through several missions in one or two tries, then they'd hit me with one of those ridiculous spike-and-triangle things. I never did finish the second one of those (with the poison gas)...
If it more evenly built up to that sort of thing, I'd be OK with it. Not sure the dev team thinks the same way, though.
4-04-2008 @ 9:55AM
Author X said...
I also didn't find the Triti that hard, but people are constantly saying it's one of the worst. You just have to approach it strategically, and know how much you can get before it regenerates. You pick out a certain area, remove enough spikes to stop the spreading in the whole area, then take out the triads that are safe, and let the spike regenerate. Then repeat again (though, IIRC, the last 2-4 have to be removed pretty much all at once or it gets out of hand again)
The only /real/ problem is that Angie gives obtuse, confusing advice. Once you figure out how it really works, and attack manageable chunks one at a time instead of constantly trying to push in, it's not harder than the rest at all (in fact, somewhat easier than the ones that move around a lot).
4-04-2008 @ 11:18AM
Ditikos said...
Add Dr. House (or a character based on him) as a sidequest along with his differential team.
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