Twoupint Studios really settled the niche market for taking a elementary concept and contorting it into something completely disturbing, but I was still surprised how perfectly two points is made. This is a fantastic evolution in the last two games, two hospital points and two point campuses, which are easily the largest, the rampant of management.
There are five museums to manage the game campaign, each of which is different enough to always throw modern things in their own way. I started in Memento Mile, very resolving dusty fossils. My first conveyor gave me a very little responsibility for maintaining all management, mainly attaching me to the basic loop of sending staff on expeditions, showing and decorating everything they brought, and then observing how the money is going on.
However, as progressed, I began to view ownership over the Aquarium Passwater Cove, the interactive Haunted Hotel Wailon Lodge and Pebberley Heights, a museum on the Platform of Wysokiea Niejańska, where they put up from above.
The campaign made me throw myself between them, requiring me to disseminate time between all five to develop and release the full scale of responsibility and cluttered antics. The need to jump between each map really helped to keep freshness and meant that every time I came back, I got modern challenges to tighten myself to the existing spaces that I carved.
Now, visiting Memento Mile, I was forced to shake my meticulously designed space to include modern mechanics, such as seeing vandals, organizing trips with a guide and exposing more advanced exhibits that had to be maintained in specific conditions, such as arid climate or with a constant nippy breeze to get a cave block and start a terrorizing guests.
But making these modern challenges was also accompanied by a constantly growing collection of wonderful decorations with which he decorated my museum walls and floors. Adjusting in two points of the museum is fantastic, especially for my brain added Sims, with a lot of thematic decorations for each museum with a handful of general dressings. I regret that there was no greater variety of wallpapers and floors, but I practically drowned in the products of Radio furniture before I finished playing for this review. I never knew that I would enjoy the careful placement of dryers in the bathroom just like me.
I could not sit there, playing forever dressing up, and turning the plate of two points of the museum increased much faster than I could expect. While I started employing based on the vibrations themselves (read: I liked their stupid, false, British names), the qualifications of each member of staff and personality traits are significant. The expert can be able to analyze exhibits 50% faster, but they are a lifeless aged soul that sucks life from any tours with a guide.
Some trips require staff with specific qualification, such as survival skills or pilot wings, but they can also lend a hand negate some unsafe random meetings that may occur when downloading modern museum shows. Paying attention when employing and using the training room to give my demanding -working staff modern qualifications, it has become very significant to minimize damage or stop the staff from going together.
I went from treating two points of the museum like loved Sims, so that he suddenly sit at the desk, purring under his breath: “damn, bleeding money, my staff is unhappy and I can’t fit another bathroom in this damn building.”
ART-GEGE UPBON
When the museum of two points threw more things at me, it forced me to really sit and began to think more strategically. More managerial. The game contains several tools that will lend a hand determine the flow and maintain matters: task tasks allow me to outline various areas in each museum, and then assign them the staff so that they do not wander in the middle of the map. I could throw the door to one way to stop folk circulation backwards, or create entrances only to staff with corridors that can quickly translate my employees into significant areas in each museum. Every time the game decreases in front of me a modern museum, I felt like I had a little more predictions and planning behind me, and I really hit Groove when I was sent to Pebberley Heights and the bizarre scientific facility of Bangle Wasteland.
However, I became more and more frustrated with some aspects of the two points of the museum. At a time when I was losing money or I was not able to fully satisfy VIP guests and visits to primary school, I often tried to indicate why. Although I managed to draw a review of my finances, the game does not really indicate where you are wrong. Even after getting the number of staff and increasing ticket prices – something that did not go well with my guests – I was still trying to break even on one of my maps.
I went from treating two points of the museum like loved Sims, so that he suddenly sit at the desk, purring under his breath: “damn, the money is bleeding, my staff is unhappy and I can’t fit another bathroom in this damn building.”
The museum evaluation panel offers low constructive feedback, even when my rating floated in the mid -1960s. “These exhibits are great!” And “I really like the museum!” He appeared in the Common Thought column, which was not careful when they try to get to the details why the percentage of my guests’ happiness does not necessarily reflect these comments.
Name this problem it is, and I was not looking for fun, but I couldn’t lend a hand myself, but I regret that the two -intel to the two -intel to it was better to say: “Hey, where you break, idiot.” Sometimes the icons appeared thirsty people or their bladder to crack, but it still seemed to me that I got them, even when the building was bursting with the abundance of cafes, vending machines and peat bogs. From time to time I got icons that I did not understand at all, and despite my efforts I was not able to recognize exactly what the game was trying to tell me.
Everything is insidious
This is my main complaint in what is also very solid, star experience – on a strange occasion, in which the crazy British Tannoy teacher was diminutive too Zana, because I regularly heard the same voices over and over again. Saying that I particularly appreciated the meta, based on her previous undertakings as an announcer with the hospital and college, and Jane Webley absolutely nails this somewhat sarcastic advantage, which we British simply cannot rely.
My misfortunes about money in the campaign also inspired me to switch to the sandbox mode of two points, which has a huge selection of the developed menu and settings sliders to improve with three difficulty settings. This means that Hardcore managing Semmers can give themselves a challenging challenge, which they will not necessarily receive from the campaign, while I can go back to treating the whole case like a well -bred doll house.
I couldn’t spend a lot of time in the sandbox mode when I played in this review, because I focused more on taking over the progress of the campaign, but ultimately I still want you to make a museum of two points. Become fed with drops of complexities one by one before he let everything flood his veins later. I already know that I will immerse myself in less professional terms to create exhibitions of my dreams.
If you liked the hospital with two points and a two -point campus, it is absolutely obvious that you will try two points. I would claim that as a concept of SIM museum management is the most endearing of them all and the joy was to see how great the canvas was, for two points for two points, so that he really followed his characteristic whim.
And if sterilized medical institutes and dormitories filled with horny adolescent adults are not your thing, the coziness offered by a modest museum, it can only be what you need to pull you into what is one of the most handsome, most affordable management sims in the latest memory.