Two Point Hospital is an excellent game, but it has one major flaw: its replayability. And the developers seem to be well aware of that as we are here testing the 7th DLC. The first six had the good idea of adding new gameplay to the three fixed maps that each offers, with more or less success. So what about Speedy Recovery?
It has its three new maps and its new diseases, but the biggest novelty of Speedy Recovery is the emergency menu. Of course, you probably remember that an emergency system already exists at Two Point Hospital. But here we are talking about Manage your own fleet of vehicles on land, in the air or at sea. A new menu lets you choose where your staff, trained to fly these machines, are dispatched to respond to Two Point County’s daily disasters.
So, a new gameplay system will be added, and only in the three new maps of the expansion. But alas, it turns out to be too optional to be compelling. If you think about it, click on the menu and let the ambulance drive back and forth. By default, maintenance is carried out in the presence of an employee, you don’t even have to worry about it. In fact, it’s a new way to hospitalize your visitors. It doesn’t have much to do with the stressful emergency system that dumped many patients in a given time for treatment. The system undeniably gains depth, but it loses the “urgency” aspect of urgency. That’s a shame. Why not ignore a hefty fine in the event of a disaster?
A SIMPLE MODE ADDED INCORRECTLY
As you play, you’ll find that it even allows you to better control your flow. One of Two Point Hospital’s main difficulties is this constant influx of patients, which is growing in number and overwhelming your system, however rehearsed, forcing you to improve it even more. Except here if you don’t send your vehicles to where the patients are, the flow will remain very weak. This is how you keep control of new entries. If you get overwhelmed, don’t send an ambulance for a while and the problems will resolve themselves. It becomes almost a simple mode of Two Point Hospital, I’m not sure if that was the point…
Still, recognize that the mechanics are well done: each vehicle has its own stats, and in order to hope to capture patients from your rivals, you’ll need to make sure you get there before them. It’s a beautiful system the developers have created and the six new visual ailments are still so much fun. After all, it’s still a good excuse to play an excellent game, it’s not bad at all!
Conclusion
Points cont
- The whole emergency system, well done
- New diseases, always so fun to discover
weak points
- No sense of urgency, the new system is much less hassle than the old one
- Makes the game easier without that being the goal
Speedy Recovery tackles an emergency mechanic that was already present in Theme Hospital and manages to dust off the system in a very nice way. Unfortunately, it’s the integration with the rest of the gameplay that causes problems. By serving only to manage an uncontrollable flow of habits and without penalizing us for not committing emergencies, Speedy Recovery becomes a simple Two Point Hospital method despite itself. While that goal would be commendable, it’s probably not the goal of a DLC whose promise is the stressful management of a hospital ER. There are still three beautiful new cards and new diseases to discover, always good to take with you!
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