Theme Hospital There aren't many games that can make the hours just fly by. To date few games could manage to keep my interest and make me play until 3.00am for weeks on end, full in the knowledge that I had to be at work the next day after only a few hours sleep. Now a newcomer has joined these hallowed ranks. The list until recently was - UFO Enemy Unknown, Syndicate, Sim City 2000, Links 386 (in the company of friends and a few beers at least), Settlers II, Doom I/II, Transport Tycoon Deluxe, Theme Park, Command & Conquer, Duke 3D, C&C Red Alert and Diablo. Now I can add to this list of god like games, Bullfrog's latest creation - Theme Hospital. To say Theme Hospital is good is a bit like saying Sean
Connery was alright at playing James Bond - i.e. a massive
understatement. Theme Hospital is so good and addictive it should
carry a Government health warning. For the two of you who have avoided any announcements, the demo, or have been living under a rock for the last few years, here's a brief potted history. Several years ago Bullfrog released a "simulation" called Theme Park, this was the first of a proposed series called the Designer Series. Theme Park had you designing and running a theme park whilst ensuring you kept all your punters and staff happy, but most of all turning a profit - you know, how Euro Disney was supposed to be. Theme Hospital is similar to Theme Park in many respects; it's part of the Designer series, but addresses many of the problems with Theme Park (lack of end goals etc.) But it does, however, share its' siblings slightly twisted and humorous slant on things. Enough idle banter, what's it like and what do you do? OK, calm down already! OK, so the graphics are good (and in SVGA to boot) and the sound is good, but this is all for nothing if the game play sucks. Thankfully Bullfrog have paid as much attention to the game as to the more obvious facets of the game, hence the gameplay is also excellent. To explain further I suppose you'll need to know a bit more about the game itself. Hmm. OK, I'll take you through a typical (fictional, I don't want to spoil it too much) level to give you the general idea. Location - Sicksville Hospital, London, England. Well here we are, starting with a blank plot of land, as you do, and some money. This isn't enough money I should add, but if you had enough there wouldn't be a lot of point in building a successful and profitable hospital would there? On this piece of land stands the empty shell of your hospital to be, a few walls and nothing else. In fact a conspicuously empty hospital - no rooms, no staff, no patients, no heating, bugger all in fact. OK, a reception area would be a good idea (in fact it would be
essential, no one visits your hospital without one of these). So we've got a nice reception area, a receptionist might be a good idea. Off we go to the staff hiring screen to say hello to our potential receptionists. Hmm, first candidate:
Selecting the correct staff is very important, vital in the later stages. The game throws up a mixture of staff on a regular basis, some good, some bad. It's important to pick the right ones, however the best cost more but are more effective at their given jobs. Naturally, this isn't a substitute for having enough staff as your hospital gets busier.
Right. For starters we'll place a General Practitioners office
(for diagnosing patients as they come in). Here we go - select
the room type, drag it to size (this is sooo easy), position a
door, windows, Doctor's desk and patients' chair. Before we carry on I suppose a few facilities to cure our
patients wouldn't go amiss. Time expires? Yup, all of your initial hospital construction is against the clock, and against the opposition. Whilst you can't usually beat a computer controlled opponent opening up before you, you can get a reasonable setup before the time expires. OK, we've got the staff, facilities, now bring on the
patients! Time passes. Now we've diagnosed a few people (thanks,
Doc), cured a few (like the uniform, Nurse), made a bit of money
into the bargain - excellent. What's this? A fax. Hmm. It appears that my panel of experts
don't know what's up with this gentleman, and I'm being asked
what I should do? Send him home? No, there's money in that wallet yet. Risk a cure? Fine as long as I don't have to explain it to his relatives when he pops his clogs. Wait for more diagnostics facilities? I think I'll do this. So I'll build a research department, hire a few researchers, OK, what now. And so it goes on. New locations, new diseases, new challenges
- the list is almost endless. So why is it better than Theme Park? Theme Park's main problem was that there wasn't much point to
playing it. There wasn't an end goal as such, you just kept on
going. Sounds good, but I like my games to look and sound good as well. Then you've no problems. The graphics are nice and crisp in SVGA and represent the characters and ailments very well. Almost everything is animated, water fountains, the cures, characters talking, etc etc. The cartoon(ish) style of the graphics suits the game incredibly well and all are highly polished. The FMV sequences are very good and it's almost worth failing a few times to see the rendered sequences at least once. Well they say a picture is worth a thousand words, so just take a look at the screen shots and you'll see exactly what I mean. Sound. Again, these fit the bill perfectly, from the pop of someone's head, to the booing as someone dies ("You've just killed your first patient. How does it feel?"). The sound of someone in the toilet is, frankly, unforgettable. The receptionist's announcements are crisp and clear, not to mention funny, and as usual for Bullfrog add immensely to the game. The music is something else entirely, so best turn it off. It's not that it isn't apt or anything it's just that it, er, sucks. So it's perfect then. So, why not 10 out of 10? No game's perfect you know!
The bugs in question don't have a big effect on the game but they can be annoying. For example the office doors sometimes disappear meaning no one can go through them, easy to fix by simply reloading from the last auto save (these are automatic and performed each game month). Also occasionally you will get messages that a doctor has been trained to "%d%%" of a surgeon or whatever, this has no baring on the game but is a little sloppy - something we don't expect from Bullfrog. My final two bugbears aren't bugs but are features that could have been thought out better. It is impossible to restart a level. At the later stages this can be necessary, so god only knows why Bullfrog didn't include this facility. Also the save game system is positively ancient. Eight slots per player, no screen shots or descriptions allowed. These days this isn't really up to scratch, a better system could have been used easily. Well that's it then. I'd better find my wallet.
Darren Clarke for Game-Over! | |||||||||||
![]() | |||||||||||
|
|