Ask yourself this: How many game series do you know that not only have installments on both the DS and the Wii, but also manage to play similarly on both systems despite the entirely different control styles? There aren't a whole lot of games that probably fall into that criteria and if any do come to mind, it's probably the Trauma Center series. Aside from the already unconventional surgery-centric nature of the gameplay, the games have always stood out because of their smartly designed controls, able to take the processes behind being a fictional doctor and then translating them into strokes and movements that just feel natural. It is in that regard that Trauma Team puts the series at its highest point yet. With the inclusion of several other occupations in addition to surgery, Atlus has proven it knows how to be creative, compelling, and flexible with the unique strengths and constraints of the Wii. The game isn't without its pacing problems and the story also usually isn't anything to write home about, but what Trauma Team does right, it does superbly and makes for a great showcase as to why the Wii is still a viable alternative for this console generation.

But although the four styles control pretty similar, the uses of those controls and the situations you're put in ensure that they all ultimately pan out to play quite differently from each other. This helps give the game a lot of variety and makes playing as each doctor really enjoyable, since the pacing and methodology of your antics change between each stage type without forcing you to relearn the fundamentals. In surgery, for example, the emphasis is on finesse and using everything the game teaches you about the human body to cure patients with multiple tools. During those stages, the motion controls are used to simulate things like suturing, cutting, using forceps, and performing defibrilation to great effect, only ever using buttons when you'd actually be pressing down on something, a tactic that's subtle, yet nonetheless works brilliantly. The controls are designed to work well for both the Wii and the game's myriad situations, a philosophy that works excellently in execution and does a lot to immerse you in your medicinal work.

The best of the bunch, however, is definitely first response. While the other three are very fun in their own right, first response makes the game extremely hectic and intense. Although you're tasked simply with keeping people alive with a limited set of tools until paramedics can transport them to hospitals, you usually have to pay attention to multiple dying patients simultaneously. This means that you're allowed and in fact often have to switch between people in the middle of treatments to prevent deaths. Not only do you have to stay on your toes to ensure people's vital signs are as optimal as possible, however, but you also have to do so while taking into consideration the different injuries and ailments each set of people usually has.

The two remaining doctoral jobs that make up Trauma Team's gameplay are significantly more slowly paced. The roles of diagnostics and forensics take you away from the surgery room and emergency situations and instead put you into more sterile environments. It is here that the game's other main style of playing, the point and click adventure, takes place. As a diagnostician, you perform various examinations on patients and examine their scans and bodily statistics to narrow down the possible disease candidates you'll eventually have to commit to. Meanwhile, as a forensic scientist, you take clues from dead bodies, testimonies, and the like to try and piece together the stories of various victims and how they all died. The game even often asks you to justify your logic with things like quizzes and minor calculations to ensure that you're paying attention to the work you have at hand. Although these sound like professions that would be complex to put into a video game, Trauma Team does a good job of making the proceedings logical without being condescending or implausibly untrue to the real counterparts.

You also might have noticed up until now that no real mention has been made of the story. That's because much like the gameplay in forensics and diagnosis in Trauma Team, the game's plot is hardly one of its strong points. If you've played any of the previous Trauma Center games or have watched your average medical drama, you can fill in most of the epidemic-centered plot for yourself already without playing it. The game attempts to weave some sense of continuity by having the same cases crop up across the different professions sometimes, but their episodic nature means you probably won't pay too much attention to anything other than obvious references that are employed to remind you of what happened. That isn't to say that the plot isn't entirely without some redemption. A couple of the cases that on the forensics stages are actually ironically among the game's most interesting (and gruesome) despite the middling gameplay you're made to endure through them. On top of that, some unexpected twists do show up towards the end of the game that put an interesting spin on the otherwise unremarkable previous proceedings, but they show up far too late to bring up the plot's quality as a whole. It's because of these problems that Trauma Team is a textbook case of playing the game solely for the gameplay and nothing else, even more so than a lot of today's offerings on the market already.

The other technical aspects of Trauma Team's are usually very strong, as well. The sound design does a very good job at immersing you in the surgeries and keeping your mind focused for the entire time. Trauma Team's music also does a great job at fitting in with the gameplay, including the forensics and diagnosis. Although musical Atlus hotshot Shoji Meguro didn't work on this installment, his style of compositions is excellently emulated and all but ensure the game puts you in a trace-like state while playing each stage. The voice acting does, however, suffer from a case of consistent stiffness. This is more to be blamed on the story the game gives the actors to work with, however, than anything else. On their own, the actor's performances are solid, if never memorable, and Atlus USA's translation is great once again; it's just that the material everyone had to work with wasn't all that great.
