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Emergency Buddies makes your driving the patient's health bar

4 min read

An ambulance sim where the patient’s health is wired to your steering. Drive slowly and they die, drive badly and they die, and somebody in the back is pumping the chest either way.

The driving is the damage model

It is a co-op ambulance sim for up to four players about the world’s least qualified paramedic crew. You take a call, floor it across town, and haul your patient to hospital — alive, ideally. The verbs are drive, hoist, carry and pump a chest, and every one of them is pointed at the same person lying in the back of the van.

The unusual part is that the driving is the damage model. Clip something or take a corner too hard and the person on the stretcher pays for it. Speed keeps them alive and recklessness does the opposite, so the throttle is not a skill test with its own private score — it is an input into somebody else’s survival. Most driving games make the vehicle the thing you can break, and repair it between jobs. Here the fragile object is a passenger who cannot be repaired at all.

Patients do not teleport into the ambulance either. You physically hoist, haul and wrestle them through narrow doorways and down stairwells, and it usually takes two of you. That is a deliberately awkward verb. A pick-up button would move a body from A to B; a two-person carry turns a hallway into a negotiation and a staircase into an event, which is where the comedy in this kind of game actually comes from.

The third job is in the back. While one of you drives, the rest work the patient — pumping the chest, buying seconds until you reach the hospital. Assign roles before the call, or find out mid-corner that nobody took one.

A health bar that belongs to someone else

How games do health argues that health is a design tool rather than a failure meter, and that the way a game takes it away and hands it back is what decides how players behave. Emergency Buddies moves the bar off the players entirely. Nobody on the crew can be hurt. The only meter in the game belongs to a stranger, it drains from your steering, and it is topped back up by hand by whoever is kneeling next to them. That relocation is the whole design, and it is what separates this from a delivery job with sirens.

How game designers protect players from themselves names the risk that creates. Given a safe, reliable route to victory, players will take it even when that route flattens the game — and a sim where hard driving hurts the patient has an extremely obvious safe route, which is to crawl. The rule that speed also keeps them alive is what closes that door. Get the balance wrong in either direction and you have either a racing game with a moral cutscene or a very slow tour of the city.

How Overcooked’s kitchens force you to communicate covers the carrying. Overcooked does not make cooking difficult; it makes the kitchen difficult to move through, and the shouting comes from handing things over in a space too small to hand things over in. A stretcher in a stairwell is that same argument in three dimensions, except the thing being handed over is a person, and dropping it is not a lost plate.

What you actually get

Emergency Buddies is by Gestalt Studio, published by Polden Publishing, coming to Windows with no date announced yet. It is listed under Action, Adventure, Indie and Simulation, with single-player, multiplayer and online co-op for up to four, plus full controller support.

The pitch is comedy and the store page is honest about it — absurd emergencies, botched hand-offs, panic in the back. What decides whether that lands is the part comedy games rarely get credit for: the patient has to behave like a load with weight and consequences rather than a prop that plays a groan sound. Solo is listed as well, and that is the harder version of the game, because one person cannot drive and work the chest at the same time.

If the appeal is a vehicle with a crew split between the front and the back, Dear Passengers is the other one on this list — one player flies the plane while everybody else holds the cabin together. The difference is the coupling. On that plane the cockpit and the cabin are two separate problems that have to talk to each other; in this ambulance the person at the wheel is the one doing the damage.