Two Points Museum Reviews – IGN
Blog Andrew Joseph 25 Feb , 2025 0
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Over the past few years, I've convinced myself that the true heyday of Tycoon Games went back to the 90s, but the Two Points Museum may have finally changed my mind. It's not the quirky game of Two Points Studios recently, the huge revolutionary departure of the hospital and campus, but this time they finally perfected the recipe. With its diverse and challenging management, a large number of cool props and exhibitions can be unlocked, and a refreshing sense of humor, it can sometimes be hard for me to drag myself away from it.
What impressed me the most compared to other recent games like Planet Coaster 2 is that it actually seems interested in challenging the financial situation of your operations when you build and decorate. Maybe I'm a nerd, but that's at least half the reason why I like these games. In fact, it's hard to build a money printer that can be simply removed from, but it's not so punishing that I often get into such a huge problem that I can't get out of it. When it comes to balance in my balance sheet, I almost feel…balance.
There are many useful tools to help you achieve this. The entire interface seems to be cleverly constructed to group relevant information together and it is easy to act on FAQs quickly. Your employee’s compensation review screen is a great example. I can sort everyone by having a satisfaction or dissatisfaction with my salary and then adjust it with a slider without opening another menu. Then you observe their satisfaction changes almost immediately, all from that screen. It’s so easy to browse all these complex notes when people are on how to organize all these complex considerations in a way that makes my job more convenient.
Whether I set up a new exhibition or decorating the staff lounge, everything is done in a two-point whimsical, cartoonish, almost clay-like style. I might be showing a floppy disk fossil or a fossil from a planet inhabited by aliens from Love Cheese, but the museum relies on it all. Granted, I've never been particularly fascinated by this Schtick in the first two games, but I still haven't. But at least it is unique and consistent. PA announcements are usually fun in fact. “Remind boring guests that not everything has to be a party, okay?”
There are many benefits to shifting the focus from opening a school or hospital to a museum, though. When my goal is to impress my guests with beautiful displays, many small decor and floor plans to make sure they have to exit the eye level through the gift shop. On one of my favorite maps, I had to design a haunted house experience with cursed artifacts, and ultimately, if they don’t have a weekly treatment appointment, they could burst and cause chaos. Yes, “simulation” is a bit loose here, and two points are very happy to accept the stupidity of reality. it works!
Every different museum has such themes and interesting challenges. In one, I was searching for the ocean for exotic fish to add to the underwater wonderland inside my walls. In another, I had to learn the mysterious symbol of an alien race to activate the adjacency bonus of my exhibition. Especially the difference between them is so great that it almost feels like you get multiple games in one game: two point aquariums, two point planetariums and two point haunted hotels. This makes my career fresh and exciting – especially when my goals start to encourage me to mix topics and disciplines in more than one area.
Obtaining artifacts to show off and introduce gawkers clusters involves unlocking and conducting adventures, from fossil-paved canyons to the far away of outer space. You must manage the skills and characteristics of different staff members to unlock new ways to minimize hazards and maximize rewards. It seems simple at first, but there is a lot of depth here.
All of this is coordinated with the way your employees can train and specialize in different tasks. Assistants with which they allow them to move around faster on the museum floor can also remove random events from the adventure that can cause damage or even “MIA” – functionally, death.
Great progress has been made from simpler, faster, lower risk outings, which brings more impressive attractions to long, deadly and well-designed attractions that may require several highly skilled staff and precise items can be solved. The choice of fast, secure or detailed approach adds more strategies and nuances; increasing the survey level of the site also increases the chance of getting a higher brutal version of the exhibition, which gives a compelling reason to return Go to where you have been.
This is further associated with a satisfying unlocking system where breaking a copy of the exhibition you already have will improve your exhibition knowledge and make your museum more educational. Although the decoration of the general museum is still unlocked by Kudosh, the achievement-based professional currency returns from two-point hospitals and campuses, especially the decorations themed on the science or space museums, only from artifacts that study the subject. There are so many unlocks that I never felt like I was not rewarded after 40+ hours.
The only major part of the two dots museum formula I don't like is dealing with crime. As your museum becomes more and more prestigious and displays high value items, thieves and vandals will increasingly target thieves and vandals who really ruin your day, including stealing what can take hours. Time to acquire and upgrade the entire attractions. Hiring more security personnel and permanently posting one security officer at each entrance is usually enough to stop most evildoers. But you should eventually set up camera rooms that I feel are too small to cover, which monitor cameras that can't protect floor space and conflict with many other necessary wall items. It's to the point where I find it frustrating to find the space to stuff them in. As Ben Franklin once said, those who give up basic wall space to buy some temporary security should not get it.
You can at least turn off crime in sandbox mode, which also has many other difficulty customizations. This is really good for long-term competitions. If you want to run a museum that relies primarily on donations and award money, and don’t even have to worry about charging admission fees, then this is where you go. There are settings as well.
It all sets to chill, atmosphere, which gets me into the area and interrupts. It may go from one map to another, but is always low-key, soothing and optimistic.