Surgeon Simulator 2013

In an industry sometimes obsessed with the idea of achieving photo-realism, it is a rare game that dares to ignore all ties to real-world physics in favor of having fun. Bossa Studios’ Surgeon Simulator 2013 is exactly what one would hope to experience when playing such a bluntly-titled game. It is a game where one can perform brain surgery on a speeding ambulance using a fire extinguisher as a vital tool. It’s this sort of darkly-comic game that reminds us what it means to play.

Originally developed over 48 hours as part of the January Global Game Jam, Surgeon Simulator 2013 manages to be considered masterful for the very reason that many other games are denounced. Its charm lies in the awkward control scheme, similar to cult hits QWOP and Octodad. Instead of relying on a traditional WASD keyboard interface, Surgeon Simulator encourages players to utilize the AWER keys in a more intuitive placement to match human fingers. Given that the mouse is needed to facilitate movement, the player is left with only one arm to control. It creates an Operation-esque feel to the process of medicine.

Seems legit.

Seems legit.

The ludicrous notion of controlling an (presumed?) amputee in a surgical setting opens up the opportunity for broad comedy. What kind of doctor is allowed to perform open heart surgery swinging a hammer to break a ribcage? Likewise, an axe is presented as a choice for starting a brain transplant. The success screen can be reached after pulling out ribs and internal organs and tossing the transplanted heart/brain/kidney inside. “Looks fine to me,” reasons the player character as he stares into a chest cavity devoid of a working stomach or set of lungs. Where some games would play up the gore or tragedy inherent in such obvious malpractice, Surgeon Simulator is only interested in its own ridiculousness.

Playtesting confirms that the uniqueness of the game achieves equal accessibility to casual gamers and seasoned veterans alike. The unorthodox control scheme ensures a level playing field, while the sheer implausibility eliminates the chance of new players feeling intimidated by doing poorly. Bossa Studios designer Luke Williams explains the equilibrium: “with failure not being embarrassing but funny to the person playing and anyone watching, people wouldn’t turn down having a go in the same way they would if a controller was put into their hands.” In a game where everyone is terrible, everyone is free to find the fun.

Failure state

Surgeon Simulator 2013 probably isn’t going to change anyone’s life. It is what it sets out to be: a silly romp through fictional medicine. The joy is in its refusal to take itself seriously, which in itself is a lesson more of us could stand to learn.

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