![]() Played alone, Surgeon Simulator can quickly frustrate. Once you reach the operating table and the unfortunate Bob, you’ll need to perform various “surgeries”, all the while fighting with the deliberately awkward hand controls and OTT physics. Likewise, as you begin, the tools and implements you need are in plain sight, but later you’ll need to spend some time searching for them. They start off simply enough with having you seek out key cards, etc, but soon become more complex. For a start, you’re no longer confined to the operating table, and each “stage” sees you navigate a series of rooms in the maze-like facility, often having to solve puzzles to progress. This sequel builds upon the concepts of the first game by introducing a suite of new mechanics and ideas. The slippery wet Pop! as you remove an arm, leg or head, and the crack of bones when you break a ribcage with an actual claw hammer (or coffee cup, or fire extinguisher, whatever, whatever) is surprisingly satisfying, too, which only deepens your aversion even as you feel yourself growing addicted to the silly physics and environmental puzzles. ![]() Like something from a fever dream, the campaign sees you and up to three others dropped into increasingly complex environments and told to, essentially, pull someone physically limb from limb, then put them back together with new parts before you can move on. ![]() Surgeon Simulator 2 is, for want of a better word, insane.
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