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With the current hysteria that the Swine Flu epidemic has caused,
it's quite ironic to come across a title such as Hysteria Hospital:
Emergency Ward. At first glance it seems to take a lot from Theme
Hospital, which itself was a very humorous and involving experience
with its similarly cartoony hospital setting; however, Hysteria
Hospital will have to offer a lot more than the standard American
medical insurance scheme that it's taking advantage of here.
Stepping
into the disinfected shoes of a nurse (male or female), you need
to organise your ward and direct the patients to treat their conditions
as quickly as possible. Emergency Ward feels like a cross between
Theme Hospital, Diner Dash and The Sims; the action is viewed from
an isometric angle and you can design and improve your ward for
decreasing the death rate and increasing life-saving efficiency.
There are seven different wards to visit in all, beginning with
your local Maryland clinic right through to New York Central Hospital
with stops along the way at towns such as Albuquerque. As well as
the Story mode there's an Endless mode, where the number of patients
you need to save increases with each level; essentially you need
to make as much money and cure as many patients as you can within
the time limit.
There
are two main actions to contend yourself with in Hysteria Hospital:
moving patients between departments and controlling your nurse,
the central figure and the key to keeping everything running smoothly
within the ward. Your responsibilities include administrating prescriptions,
operating and maintaining machines, treating illnesses and making
sure you clean up after your patients - cleanliness is a major issue,
because dirty beds equals unhappy patients!
When
a patient enters the hospital, their first stop is the triage doctor,
who you direct them to simply by dragging and dropping them into
the triage department. After examination, an icon appears displaying
where they need to go next, such as for an x-ray or to see the dentist.
If a patient can't be treated in the hospital then you can use the
ambulance to send them elsewhere. Each patient is also given a prescription
that you must collect from the pharmacy; their health indicator
(a little heart above the patient) decreases as they wait for treatment
and if it empties completely then they leave the hospital unhappy.
When they are being prescribed treatment, their heart fills back
up and once the patient is feeling better, they leave the hospital
and the cost of their stay is luckily covered by their medical insurance
(God bless America!) - but the insurance company only pays out on
completed treatments (God damn insurers!).
After
each level you can buy and sell medical equipment whilst also adjusting
three managerial criteria, and the higher the level, the greater
the range available for purchase, increasing your ability to meet
patients' needs. However, these machines need to be maintained,
further adding to your costs. Before each level you get a chance
to splash out on increasing the efficiency of medical staff and
the pharmacist whilst also reducing the risk of malfunctioning equipment
- but caution is needed, because if you don't meet the increased
budgetary requirements then you'll lose the level!
If
your first thoughts are along lines of "Oh it looks a lot like Theme
Hospital" then you would be right to begin with, as the cartoony
graphics are very similar. However, that's unfortunately where the
similarity ends, because in Theme Hospital each level and new hospital
brought a new feature, a new disaster to avoid and so on. In Hysteria
Hospital, each level pretty much plays the same, the only difference
being the targets set, i.e. one level charges you with curing five
patients and making £1500 and then in the next you need to save
six patients and make £1600. That's the main problem with Hysteria
Hospital: there isn't a great deal of variety on offer. Sure, the
targets change, but you're just moving patient after patient to
one room to the next. Once you get to the later levels you have
to contend with moving between floors too, which unfortunately isn't
as smooth as it should be. This is because you can only view one
floor at a time and considering that the DS has two screens, it's
a big omission that the developers didn't use this to their advantage.
Also, every hospital seems to have been designed by the same architect,
the only noticeable differences being the colour scheme.
For
the most part, dragging and dropping the patients works quite effortlessly
without any problems. You can move around the hospital without too
much trouble either, although there are a few problems when you
try to clean and a character is in the way. Also, for some reason
the X-ray machine has a small designated area that you can touch
to get working, whereas the other machines can be practically touched
anywhere to get started. Grabbing the prescriptions (small, token-looking
icons with a number that corresponds to the patient it belongs to)
is an easy process to perform. Luckily, you can map a route around
the hospital, so you can clean, drop off dirty linen, pick up prescriptions
and then give them to the designated patients via a set of stylus
taps. In Theme Hospital the patients travelled to the treatment
rooms themselves, but in this case you need to drag and drop them,
which a lot less fun than the developers perhaps thought it would
have been. It's just so time consuming and repetitive, with the
one-minute loop of music and the same half dozen sprites being used
on each level further adding to the tedium. There are even occasions
when the same graphic model appears onscreen more than once.
Each
level lasts only a matter of minutes, which is a good thing, as
anything longer than the five minutes on offer per stage would become
frustratingly boring rather than just simply boring. The introduction
of new treatment equipment is short lived, as too many beds take
up the wards and you can only sell equipment that you've bought,
not the beds themselves. It isn't until the very end that you may
have needed to fill the four beds that are always available. When
you have to navigate between different floors you at least experience
a slightly different challenge for five minutes or so, but the execution
is poor. Why can only one patient use the lift (or elevator for
you Americans out there) at a time? Why is there a pharmacy on each
floor but not a nurse on each floor? Many issues like this make
planning your approach much more problematic, and they make little
sense.
The
main problem though is that there simply isn't enough to the game
when just a bit more innovation could have made the experience much
more enjoyable. Take Grand Theft Auto: Chinatown Wars for instance,
where instead of just stealing a car you have to hotwire it or crack
the security service. Why can't you attempt to prescribe the drugs
yourself or manually tune dials when you have to fix machines? Sadly
such ideas can't be found in Hysteria Hospital; it's simply a case
of perfecting your time management skills, which for the most part
isn't anywhere near as fun as it could have been - although, if
you do fancy killing a few patients then the Endless mode will have
you dragging and dropping until your stethoscope can take no more!
This
game doctor is diagnosing Hysteria Hospital: Emergency Ward as having
contracted a terminal case of tedium, with symptoms that include
repetitiveness and tiresome gameplay. In fact, playing Hysteria
Hospital is very similar to having the flu; there's the novelty
of enjoying a couple of days off from work, but once that's over,
all you're left with is a feeling of fatigue and a heartfelt wish
that you could be doing something a lot more enjoyable instead.
Reviewed by Christopher McNally for AceGamez (All Rights Reserved).
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