Life & Death II: The Brain

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Life & Death II The Brain cover

Life & Death II: The Brain is a video game developed and published by Software Toolworks in 1990. It is the sequel to the original Life & Death game, where players take on the role of a surgeon. In Life & Death II: The Brain, the focus shifts to neurosurgery, offering players a more complex and detailed simulation of medical procedures.

Gameplay[edit | edit source]

In Life & Death II: The Brain, players assume the role of a neurosurgeon working in a hospital. The game begins with the player diagnosing patients based on their symptoms and then, if necessary, performing surgery on the patient's brain. The diagnosis phase involves consulting the patient's history, conducting tests, and interpreting the results to determine the nature of the patient's ailment. Common conditions include brain tumors, aneurysms, and subdural hematomas.

Once a diagnosis has been made, and surgery is deemed necessary, the game shifts to the operating room. Here, players must follow proper surgical procedures, which include sterilizing the operation site, making an incision, and using various surgical tools to treat the condition. The game is known for its realistic representation of surgical procedures and the high level of detail in the simulation of medical practices.

Reception[edit | edit source]

Life & Death II: The Brain received mixed reviews upon its release. Critics praised the game for its educational value and the realistic depiction of neurosurgery. However, some criticized it for its steep learning curve and the difficulty of mastering the surgical procedures. Despite these criticisms, the game has gained a cult following among fans of medical simulation games.

Legacy[edit | edit source]

The Life & Death series, including Life & Death II: The Brain, is considered a pioneer in the medical simulation genre. It laid the groundwork for future simulation games that aim to accurately represent medical and surgical practices. The series has been influential in demonstrating the potential of video games as educational tools, particularly in the field of medicine.

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Contributors: Prab R. Tumpati, MD