The two -point museum is a game about how crushing life practices ultimately force you to spend less and less time on what you care about.
More precisely, it is a game in which I started each stage as an enthusiastic interior design of Sicko and gradually transformed into a dispassionate bean meter, which with joy pushed a snack next to the priceless prehistoric skeleton of the battleship, satisfaction with customer satisfaction. Feasts on snacks, pig. Feast, so I can collect your fulfillment to unlock hanging walls that looks like a molten cheese.
Like previous studio management games, it is about running a successful business, providing clients and employees. Visitors want an educational, entertaining, tidy and attractive museum with a suitable snack pipeline. The staff want training, nice sofas and good pay. This is the largest and most engaging two -point game, but also the most exhausting, and all for the same reason: it seems that two or three continuations in one.
It is stuffed to crack. Melted cheese comes out of the nose and he barely notices, because he rarely breathes. Good writing trick Alice Bell (RPS in Peace) taught me to come back after completing and cutting out a 10% discount on the number of words. I think that the museum could shave with a similar size of a tuft of recent ideas and ended a bit more aerodynamic and sincerely more fun. Despite this, the creativity of the band, which can be strange, ambitious and a bit reckless, is almost buzzing. Like his drum Tommy Gun jokes, everything is very captivating, despite the cause of massive moans.
It’s a kind of moan that you make after breaking overrich fondue. I am forced to do down from time to time, but I still come back because there is always more to discover. Most of the exhibits are one -time spanities that you dug by sending your employees to trips. If you are stolen or deconstructed them, what you need to do for tests, you must dig more. This changes something that you barely thought about earlier about the finished resource, which you need to plan, for example toilet paper, when you first move out of the parent’s house. The thief attaches my fossil and interior design Sicko in me Ed Norton channels in the Fight Club mourning the loss of the sofa, which he thought that he would never have to buy.
Sometimes sofas are plants that look like on -board chairs, and sometimes they need to be hammered in a fancy scientific blender so that the rest of the botany bits get into “knowledge”. This is an additional resource that joins the third “noise” (as your guests with your exhibits are excited) to determine how effectively your museum is. More than the money that you do not buy or love or on a circle.
To this end, I have to produce my staff in a helicopter and send them to the jungle, best equipped with medical materials or ghillie suits or appropriate training advantages so as not to do Get Audrey II Or come back, traversing tar on my flawlessly flawlessly marble floors. I spent minutes, choosing the right tiles for these floors! Protocol! Sometimes employees enter the choice of their own scratches, and sometimes they are possessed by ghosts, which usually make your visitors run away. I love the space for emerging yarn here, but the trips smudge on micromanization cavities. I want toast, but he tells me that I can’t have butter until I finish eating a plastic bathtub.
So: I returned to my first museum, trying to get the third star. The campaign is much more free, which gives the overarching goals to boost the “class of curators”, which you can – and sometimes must – do in many museum locations. But I have something in these games about winning three stars, because these goals really test systems, offering more engaging and convoluted challenges. Maxing Out One Location tends to teach you nuances.

To get this star, I must first unlock 14 expeditions on the bone belt map. Two are behind the blockers, which means that I have to do two exercises in my workshops, which means sending caretakers for an exhibition to gain metal, which I need to build exercises, and then send an expert to make them in workshops. Even when I have exercises, I have to train more staff so that they have features to counteract events on the Blocker expedition, so that they do not succeed and … at this point I really want to just be to place the wallpaper.
What can I do, of course, just leaving the level and opening the sandbox mode. With the exception of Sandbox mode, it does not allow me to apply all the charming thematic containers and molten cheese, which I unlocked in the campaign (and here is the word that I tried to avoid, but ultimately was to appear), grinding knowledge points by deconstructing exhibits. Such moments do not feel that you are like a curator of a charming museum, just like the tug of war between two livid Excel spreadsheets. You are a rope.
Of course, spreadsheets are somewhat part of fun, but not when I have a pile of appetizing sofa menu, to which I would really like to come back. I move through unlocking, because ultimately I have fun with how many novels are here, and, most importantly, how the museum combines tools for creativity and performance. These are the walls of the partition again. They wear a load of my massive heart and I love them very much for how transforming they are. Partition ropes, one -way gates and doors for staff join them. Now you can lie down at the same time guests and architect of beautifully convoluted buildings. You can make sure they go out through the souvenir shop.

These souvenir shops are just one additional layer of thoughtful simulation. Build one seller with stuffed animals filled with speakers blowing up the water atmosphere (Unfortunately, unfortunately) Next to a real aquarium, and guests suddenly throw money at you at you. There are dozens of such miniature details. I notice that Goths appear in the museum. They are too stoic to take care of entertainment or other such frippers, but there are very knowledge. Visitors have personal ambitions for their dream day, and Goths often want to transform into vampires. I have no idea what it means until I dig the blood they do. There are even several criminal species. One of them is “Boggymów” who creep through toilet bowls, which means that you need to configure safety cameras in front of the bathroom, as if you are suspicious that professors of natural history are trumpeting in the cabin (gagging financing of their own education).
I groaned in the preview that I would like to see some private health care satire in a hospital imported here to at least lightly begging the historical passion of the British Museum to destroy everyone’s shit. There is no such luck. Campus actually had a skillful, absurd rotation away from a entertaining sinister topic, creating the quality of education that you sold in your success. The museum basically turns it through the usual absurdity, although maybe there is something to unpack in a way that cheesemonens aliens visit you in space to see the artifacts of their own culture which you threw out of space. I don’t think this is a responsibility of two points, but it seems that this is a lost opportunity to have fun at the expense allegedly a very suspicious institution.

I am impressed by the two points of the museum more than I liked it. It is as thematically captivating as always (without the above), inserted into details, and the recent design adaptation functions are brilliant. But I also think that this should latch breaks in pushing in so many recent, granular systems. It will not last long before you are pulled in too many directions and pulled away from things that are pleasant. This makes the game seem more sludgia, more calculated and tiring than they deserve its groundbreaking and glowing coating.
“Cool cheese”, you think that environmental satisfaction increases as it passes. I smile but I don’t cheat. The spiritual joy of the interior design of Sicko, which I once was, has long been stewed by Morass of Calalchashs, my spark has expired like a Roman candle to the abducted in swamps, eaten, digested and thrown out by a crocodile, and then recycled to make a recycling. I don’t smile because you’re joyful. I smile because the numbers increased.