Two Point Museum review

Two Point Museum is a game about how the practicality of life crushing forces you to spend more and more time on what you really care about.

More specifically, it gradually broke through to the calm bean counter, where I started all the stages as a peppy interior design pee and gradually gained a 2% bump in customer satisfaction, thrusting snack machines next to a valuable prehistoric armadillo skeleton. Feast on snacks, you’re a pig. Because it’s a feast, you can harvest your fulfillment to unleash the wall hanging that looks like melted cheese.

Like the studio’s previous management game, it’s about making your business successful by satisfying customers and staff. Visitors want an educational, entertaining, clean and charming museum with a proper snack-to-snack pipeline. The staff want training, nice sofas and good pay. It’s the biggest and most interesting two-point game, but it’s the most exhausting and feels like two or three sequels, all for the same reasons.

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It’s packed into a rupture. The melted cheese comes out of my nose and I rarely notice it because I breathe. The good writing trick that Alice Bell (RPS of Peace) taught me was to go back and cut 10% word count after you’ve finished. I think the museum has shaved off new ideas of similar sizes and made it a little more aerodynamic and honest and enjoyable. Still, it is practically lively with the team’s creativity. Like the Tommy Gun Drum of Dad’s Joke, it’s all very appealing, despite bringing out some huge moans.

They are the kind of moans you do after breaking overrich fondue. I am forced to lie down from time to time, but I am always standing up because I find more. Most exhibits are disposable chirps that are excavated by sending staff to expeditions. If they’re stolen, or if you’re going to dismantle them, if you need to do it for research, you need to dig deeper. This changes what you’ve barely thought up to the finite resources you have to plan for before, like toilet paper when you first leave your parents’ house. The thief bothers me with my fossils and interior design pee.

Close-up of the characteristics of the 2-point museum staff.
Staff can pick up traits through expedition events, dilemas and possibly secret third methods. |

The rest of the botany bumps into “knowledge” as sofas can be plants that look like deck chairs and sometimes you have to pop them in a flashy science blender. This is a secondary resource that joins the tertiary “buzz” (how excited the guests are) when determining how successful the museum is. I don’t buy love or deck chair plants more than money.

To that end, I need to pack the staff into a helicopter and send them to the jungle. You should equip medical supplies, gilly suits, or appropriate training perks if possible. I spent a few minutes picking the right tiles for those floors! Minutes! Sometimes staff choose their own scuffs, or sometimes they are obsessed with ghosts that tend to scream out by visitors. I love the space for emergency thread here, but the expedition is a thick fill to the micromanagement of Jammy. They want to toast but say they can’t eat butter until they finish eating the plastic tub.

So: I’m about to go back to the first museum and win the third star. This campaign gives this a comprehensive goal to increase the “class of curators” that can be done in multiple museum locations – and sometimes must. However, in these games, there is something about winning three stars, as it is the purpose to actually stress-test the system and provide more interesting and complicated challenges. Maximizing one location tends to teach nuances.

A menu screen showing the types of guests at the 2-Point Museum.
Different guest types have their own preferences and behaviors, allowing them to run marketing campaigns targeted to specific groups. |

To get that star, you must first unlock 14 expedition spots on the bone belt map. The two are behind the blocker. This means you will need to create two drills in the workshop. This means that you will need to procure metal to the admin at the exhibition, send the metal needed to build the drill, and send the expert at the workshop. Even if you get the drill, you will need to train more staff to have the traits that rival blocker expedition events.

This can be revealed simply by exiting the level and opening sandbox mode. In sandbox mode, you can’t use all the lovely theme bins and melted cheese decorations you unlocked in the campaign (and the words you were trying to avoid are here, but I was going to come up in the end) moments like this aren’t as much of a nice museum curation as it feels like a tug of war between two angry Excel spreadsheets. You are a rope.

Obviously, spreadsheets are part of the fun to some extent, but not when I have a stack of appetizing sofa menus that I really want to go back to. I push unlock as I finally have how many novel details there are here, and, importantly, the museum ultimately enjoys itself in the way it blends tools for creativity and efficiency. It’s once again those partition walls. They carry a heavy load of my heart and I love how transformed they are. Partition ropes, one-way gates and staff only doors are available. This will leak beautiful and intricate buildings from guests and architects at the same time. You can ensure they leave the gift shop well enough.

A factory that turns guests into vampires from the 2 Point Museum.

These gift shops are one additional layer of thoughtful simulations. Sell ​​one ocean-themed stuffed animal filled with speakers blowing up the aquatic atmosphere next to the actual aquarium, and visitors suddenly throw money at you. There are many details like this. I noticed a goth appearing in the museum. They are too stoic to care about entertainment and other such scattering, but are very knowledge-interested. Visitors have personal ambitions for a dream day, and Goth frequently wants to become a vampire. You don’t know what this means until you drill a blood-sucking bat plant that does exactly that. There are also several genres of criminals. One of them is the “Bogimen” that sneaks into the toilet bowl. This means you need to set up a security camera outside the bathroom (creating your own education funding gag) just like a natural history professor is hitting the cubicle.

I groaned in the preview, seeing some of the hospital’s private healthcare satire brought here, and at least ribbed the British Museum’s historic passion to nick everyone’s shit. There’s no such luck. The campus had a clever, silly pivot from cleverly ominous themes by creating the quality of education you were selling the factors of your success. The museum basically winds it up through pure absurdity, but there is probably something unleashed in the way cheese mooger aliens visit you from space and see the artifacts of their culture You put Nick together from space. I don’t think it’s necessarily the responsibility of two points, but it seems like I’ve missed the opportunity to sacrifice some very dangerous institutions and enjoy it.

Challenge map of the 2-Point Museum.
The pre-built challenge map meets the set goals for bonus decorations and unlocking cash. |

I was more impressed with the Two Point Museum than I actually played it. It is as thematically loving as ever (not mentioned above), packed with details, and the new design’s customization features are fantastic. But I think it should have been accused of breaks for pushing in with so many new granular systems. It doesn’t take long before you get pulled in too many directions and get distracted by things that are actually fun. The game feels smoother, calculated and troublesome than it deserves its novel and bright coating.

Thinking “a bit of cheese on boobs” your environmental satisfaction is rising as you pass. I smile, but don’t fool yourself. The lively joy of interior design snee, which I once choked up in the muddy spreadsheets, disappeared like my sparks had fallen into the swamp, and was eaten, digested, expelled, and recycled to create a clipboard. I’m not laughing because you’re happy. I’m laughing because the numbers have risen.

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