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NOC PLAYS: Surgeon Simulator VR!

Friday, May 25, 2018

NOC PLAYS: Surgeon Simulator VR!

Surgeon Simulator: Experience Reality ( HTC Vive & Oculus Touch)

Developer: Bossa Studios
Publisher: Bossa Studios
Released: December 3, 2016 (PSVR), December 5, 2016 (HTC Vive), December 6, 2016 (Oculus Touch)

Can’t be a Doctor? No worries with this now you can be a surgeon! Surgeon Simulator is a game you know and potentially love. You’ll bash in ribs, pluck eyeballs, crack skulls, and smash rotten teeth in the name of medicine. On that front, it’s as ridiculous and borderline-too-gross as ever. Sometimes you’ll perform procedures in the back of a moving ambulance; other times, you’re in space, fighting the good fight against gravity. All in the name of clearing the game without killing the patient while completing a gruesome and fun operation simulation, we bring to you our experiences!

Game Execution:

In terms of execution, Surgeon Simulator: ER, at least on PlayStation VR, is a hot mess. That goes for players using dual Move controllers, one for each floating hand, or those who opt for a single DualShock 4 gamepad, which works essentially the same way but is trickier in practice due to the way the PS4 camera’s tracking functions (it needs to see your controller’s light at all times, and that can hinder your movement). In both cases, you’ll use buttons to “active” your fingers, allowing you to firmly grasp a tool and then wave your hand to, for instance, obliterate ribs with a hammer. That’s the idea, anyway.

For its part, Bossa Studios has publicly stated that it “got [the controls] wrong” after the game received scathing feedback from PSVR players. The plan, according to the team, is to offer “absolute tracking” (which is what the Vive and Oculus versions use) and make the collision detection on your hands “more gracious.” I didn’t really have a tough time with the former complaint — the “relative tracking” allowed me to reach things that would normally put me outside the PlayStation Camera’s necessary gaze and into a so-called dead zone — but the latter flaw is the true annoyance. It’s a game-killer.

We ended up having some fun once we learned how to work around those glaring issues to a certain extent, but even in the best of times, it was a struggle. It’s a shame the launch went this way, because there’s an entertaining VR experience buried in here.

Total game experience level: 3/5

Verdict: Overall a funny and interesting game, though it can be quite buggy at times!

For a more in-depth review, don’t forget to check out our NOC PLAYS video in the link below!

Article by Henry Chua, Julian Tay for NOC TECH.


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