Two Point Museum Review – A Pristine Exhibit

After
putting
you
in
charge
of
healthcare
(terrible
idea)
and
then
the
education
of
the
next
generation
(they
never
stood
a
chance),
the
latest
and
biggest
entry
in
the
Two
Point
series
is
giving
you
a
job
where
you
can
do
less
damage
to
your
fellow
humans:
running
museums,
where
the
only
threat
to
life
and
limb
is
when
the
caveman
defrosts
and
starts
drawing
grafiti
on
everything.
While
much
of
what
Two
Point
Museum
does
is
familiar,
the
folk
at
Two
Point
have
added
a
lot
to
this
sequel,
making
it
the
deepest
and
best
entry
in
the
breezy
simulation
franchise
to
date.

The
basic
gameplay
remains
intact.
You’ll
need
to
assess
the
area
you
have
to
work
with
and
ponder
where
to
put
down
break
rooms
for
staff,
toilets,
workshops,
snack
machines
and
more,
all
while
hiring
staff
to
run
and
maintain
everything.
The
past
two
games
involved
creating
a
lot
of
rooms
to
house
everything,
resulting
in
a
sort
of
game
of
Tetris
as
you
figured
out
where
you
could
jam
a
new
classroom
in.
Two
Point
Museum
dials
this
back
a
bit
because
the
various
artefacts
you’ve
nicked
(er,
acquired
in
a
perfectly
legal
and
morally
suitable
fashion?)
don’t
need
to
be
housed
in
specific
rooms

just
chuck
’em
down
anywhere,
really.
It’s
a
change
I
approve
wholeheartedly
of.

Available
On:
PlayStation,
Xbox,
PC,
Switch
Reviewed
On:
PS5
Developed
By:
Two
Point
Published
By:
SEGA

Review
code
provided
by
the
publisher.

If
Two
Point
Hospital
was
about
managing
staff
and
handling
emergences,
and
Two
Point
Campus
was
setting
up
your
education
systems
in
the
off-season
before
watching
it
hopefully
handle
the
influx
of
students,
then
Two
Point
Museum
is
more
about
figuring
out
how
to
herd
guests
through
your
buildings.
Carefully
corralling
them
so
that
they
see
as
much
as
possible
during
their
visit
is
the
name
of
the
game.
Using
partitions,
walls,
one-way
doors
and
more
you
can
funnel
them
around,
or
opt
for
a
more
free-form
design.
The
more
they
see
and
do
and
the
more
time
they
spend
in
your
museum,
the
more
chance
there
is
of
donating
cash,
buying
some
tat
and
then
buggering
off
home
in
a
good
mood.


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The
overall
structure
has
been
gently
reworked.
You
still
hop
from
location
to
location
in
a
bid
to
increase
each
museum’s
star
rating
by
completing
the
increasingly
tricky
objectives.
There’s
more
freedom
this
time
around,
though,
with
the
goal
being
to
earn
enough
stars
to
increase
the
overall
curator
level.
If
you
get
bored
or
stuck
at
one
location
you
can
pack
your
suitcase
and
head
somewhere
else
for
a
while.
In
the
previous
two
games,
it
was
easy
to
stay
in
just
one
location
and
max
it
out
before
moving
on,
never
to
return.
Here,
the
developers
have
deliberately
designed
it
so
that
at
certain
points
it
makes
sense
to
head
somewhere
else
and
come
back
later.
In
fact,
your
initial
pre-history
museum
becomes
like
a
central
hub
to
return
to,
a
museum
that
gradually
incorporates
everything
you’ve
learned
from
the
others.

Your
initial
pre-history
museum
features
all
the
dinosaur
bones,
ancient
fossils
and
frozen
cavemen
that
you
might
expect,
but
things
become
a
bit
barmier
when
you
visit
other
museums.
An
old
hotel
focuses
on
the
supernatural,
including
special
ghostly
guests
that
must
be
housed
in
custom
rooms
lest
they
get
bored
and
start
possessing
your
paying
customers.
Another
museum
is
all
about
space
and
alien
artifacts,
tasking
you
with
sending
people
into
the
galaxy
to
gather
more
exhibits
and
meet
alien
races
like
the
Cheese
Mongers,
who
will
bafflingly
come
and
visit
the
same
exhibits
you
just
took
from
their
territory.
There’s
even
an
alien
language
to
decode
to
power
up
the
artefacts
in
your
museum.
Botany
and
aquatic
life
feature
heavily
in
other
areas,
too,
letting
you
mess
around
with
crazy
undersea
monsters
and
plants
that
keep
trying
to
eat
the
guests.
But
it’s
not
like
you
are
stuck
to
these
themes:
you
can
setup
a
supernatural
exhibit
right
next
to
the
man-eating
plants,
if
you
like.

It’s
all
done
with
the
usual
Two
Point
charm
as
well.
It’s
still
a
joy
to
zoom
in
and
watch
all
the
little
animations
playing
out,
from
a
guest
face
planting
an
exhibit
to
one
of
your
man-eating
plants
swallowing
someone
before
spitting
them
back
out.
There’s
also
the
familiar
female
voice
issuing
dry
one-liners
over
the
speakers
from
time
to
time.
The
only
thing
that’s
missing
is
Ricky
Hawthorne
radio,
which
is
a
real
shame.

Like
Two
Point
Hospital
and
Two
Point
Campus
before,
you’re
ultimately
running
a
business
which
means
keeping
an
eye
on
the
money
going
in
and
out
of
the
place.
The
game
is
very
forgiving,
though,
possibly
even
more
so
than
the
previous
two
entries.
If
you
do
start
going
bankrupt,
the
game
tries
to
help
you,
offering
loans,
sponsorship
deals
for
extra
cash
and
even
advice
on
where
you
can
make
some
budget
cuts.

There’s
some
room
to
play
with
the
cash,
too.
Tickets
sold
at
the
door
are
just
one
method
of
bringing
in
the
pennies.
If
you’re
feeling
daring
you
could
even
allow
free
entry
and
rely
purely
on
guests
tossing
money
into
the
donation
bins
you
place,
as
well
as
the
trusty
gift
shop
which
sells
all
sorts
of
pointless
tat
like
cute
onesies
and
plush
toys.

There’s
also
a
bigger
emphasis
placed
on
security
this
time
around.
As
the
museums
grow
in
stature
and
as
your
overall
rank
increases
you’ll
become
the
target
of
more
and
more
criminals,
eventually
even
drawing
the
attention
of
named
gangs
like
the
Boggy
Boys
who
come
up
through
the
toilets.
To
counter
this,
you
can
setup
guard
booths,
or
construct
a
security
room
and
cameras
to
act
as
deterrents.
Security
gates
are
an
option,
although
if
you
still
adding
too
many
security
measures,
guests
can
start
feeling
uncomfortable.

At
the
core
of
the
game
is
the
new
expedition
system
where
you
dispatch
employees
via
a
helicopter
to
hunt
down
artefacts
and
items
to
display
in
your
museum.
Depending
on
where
they
are
sent,
there
are
a
bunch
of
possible
events
that
can
lead
to
injuries,
delays
or
higher
chances
of
getting
something
of
better
quality.
Sending
people
with
the
right
skills
will
remove
or
guarantee
these
events,
adding
a
little
layer
of
strategy
to
proceedings.
Plus,
you
need
to
account
for
the
fact
that
any
staff
sent
out
explore
some
remote
corner
of
the
Earth
aren’t
going
to
be
available
to
run
the
museum.

The
expedition
maps
contain
multiple
locations
you
can
go
all
Indiana
Jones
on,
and
unlocking
new
areas
to
visit
usually
means
meeting
a
bunch
of
criteria.
Some
of
those
might
involve
doing
things
back
in
your
museum
like
achieving
a
certain
knowledge
rating
or
displaying
a
mixture
of
themes,
as
well
as
building
items
in
a
workshop.
In
this
way
the
game
also
smartly
encourages
you
to
revisit
previous
museums,
too.

As
fun
as
the
whole
expedition
system
is,
it
does
become
problematic
later
in
the
game.
You
see,
the
items
you
can
acquire
all
have
a
quality
rating
that
plays
a
part
in
how
guests
view
it,
with
the
higher
rarities
boasting
a
higher
buzz.
As
you
survey
an
area
(by
sending
expeditions
and
by
using
special
items)
you’ll
unlock
the
ability
to
get
these
higher
rarities,
but
acquiring
them
is
completely
random.
A
few
of
the
objectives
you’ll
be
given
along
the
way
demand
you
get
these
high-grade
exhibits,
leading
to
dull
grinds
where
you
mount
expedition
after
expedition
to
get
what
you
need.
It’s
even
more
annoying
when
your
keeps
coming
back
with
one
of
the
other
possible
items.


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As
you
dig
deeper
into
the
game’s
various
systems,
more
and
more
fun
but
entirely
optional
levels
of
depth
are
revealed.
For
example,
using
partition
walls
and
staff-only
doors,
you
can
easily
construct
sections
of
the
museum
that
only
employees
can
access.
Lay
these
out
smartly,
and
you
can
create
ways
for
staff
members
to
get
across
the
map
quickly
and
easily.
You
can
also
force
people
to
enter
and
exit
through
the
gift
shop
for
higher
cash
generation,
or
assign
specific
staff
members
to
certain
areas,
etc.
You
can
muddle
through
the
game
without
ever
doing
these
things,
but
if
you
choose
to
tinker,
you’ll
find
lots
of
smart
little
things
to
mess
with.

A
game
like
Two
Point
Museum
is
naturally
at
home
on
PC
where
the
numerous
menus
and
building
aspects
can
be
handled
using
a
mouse,
but
for
a
chance
of
PC
I
opted
for
the
PS5
version
of
the
game
to
see
how
a
controller
holds
up.
The
answer
is…not
great.
The
root
of
the
issue
is
that
all
of
the
various
menus
need
to
first
be
accessed
by
pressing
a
specific
button,
like
square
for
the
building
options,
down
on
the
D-Pad
for
messages,
triangle
for
objectives
etc.
But
then
various
sub-menus
also
need
another
button
press
even
when
it
doesn’t
seem
to
make
sense,
like
having
to
tap
square
again
to
delve
into
an
employee’s
pay
even
though
it
looks
like
part
of
the
menu
you
were
already
in.

I
also
encountered
a
few
bugs
with
the
controls.
The
D-Pad
is
often
very
slow
to
respond,
especially
compared
to
the
left
stick
which
led
to
quite
a
few
instances
of
me
selecting
the
wrong
thing.
If
you
always
reach
for
the
stick
in
menus
that
won’t
be
an
issue,
but
I
tend
to
swap
to
the
D-pad
when
navigating
menus,
so
it
became
a
persistent
annoyance.

I
also
found
a
strange
issue
with
the
controls
lagging
or
sometimes
ceasing
to
work
altogether
after
placing
items.
It
seems
to
get
locked
into
a
mode
that
I
can’t
get
out
of
without
tapping
the
touchpad,
then
backing
out
of
the
menu
that
pops
up.
That
seems
to
return
the
controls
to
normal.

There’s
also
an
issue
with
the
tour
pathing
that
sends
your
carefully
planned
route
across
the
entire
building
for
no
reason,
in
turn
ruining
the
tour’s
rating.

It
can
be
tricky
to
figure
out
exactly
why
your
museum
isn’t
making
money,
too.
Investigating
guests
and
menus
might
reveal
that
people
believe
the
tickets
are
fairly
priced,
and
the
exhibits
are
great
but
no
explanation
for
why
guest
happiness
isn’t
higher.
In
the
end,
the
problem
might
be
obvious
(staff
salaries
are
often
the
biggest
cause
of
pathetic
bank
balance)
and
you
can
sort
it
out,
but
more
frequently
than
I’d
like
I
was
left
struggling
to
discover
where
it
was
all
going
wrong.

There’s
a
sandbox
mode
included
with
plenty
of
sliders
and
options

as
well
as
3
difficulty
settings

for
anyone
looking
for
something
more
challenging.
As
much
as
I
enjoyed
the
freedom
offered
in
the
sandbox,
I
didn’t
spend
much
time
messing
around
with
it
as
the
campaign
feels
like
the
star
exhibit.
Even
if
it
does
get
a
grindy
in
a
few
places,
its
tour
of
the
museums
and
the
different
mechanics
was
a
joy.

In
Conclusion…

















Rating:
4.5
out
of
5.

Two
Point
Museum
takes
a
series
I
already
adore
and
somehow
makes
it
even
better
in
almost
every
way.
It’s
a
carefully
curated
exhibition
of
what
makes
the
series
so
highly
entertaining,
but
with
some
excellent
new
additions.
Those
looking
for
a
stiff
challenge
or
a
meatier,
chunkier
experience
won’t
find
Two
Point
Museum’s
breezy
simulation
a
challenge,
but
for
those
like
myself
who
want
something
lighter,
Two
Point
Museum
is
a
superb
game
and
the
best
Two
Point
title
to
date.

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