Come to join the Joker and the Caveman and stay behind zombie capitalism.
One of the great tips for managing the game between these two points is how the series addresses the topics that many people struggle to reach consensus. You know, for example, health care and education. However, with some weird cartoon characters wandering around, a little silly in the details, a few stupid names from the resume pile, and some soft sarcasm playing on Tannoy, the whole thing rushes over. This time we are studying the museum. Do you have something to say about two points? No and – a little – yes, actually. Very interesting.
Essentially, it's another supreme management game in which players run a complex institution – recruiting, shooting, keeping rooms clean and bettors happy – expanding as money comes in. Since these places are museums, you deal with experts to process and maintain exhibits, then head to the expedition to find new things to showcase new things, as well as assistants running stalls, ticket booths and shops, and janitors cleaning and repairing things When they break, security guards will empty the donation bin and catch the thief when they crawl out of the toilet or get out of the ground.
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Everything is very simple. And because these places are Two Points MuseumYou are dealing with dinosaur bones and fossil footprints for a moment, then sinking into ice cubes, gilded poltergeists, terrifying underwater creatures, UFOs and aliens, moon cheese refineries, horror, outward and outward.
Everything you encounter has its own complexity. For example, these poltergeists need to be stored in a room where they feel comfortable, often with specific items and specific needs that must be met. Unless they are placed near the cooling unit, these cavemen will disband, but be warned: other high-end plants will need to be kept warm and atomized. The fish must be kept in the aquarium, but do they all want to eat the same thing? Not likely.
Look! Soon you'll imagine an actual curator, separate some exhibitions and put others together – if you meet their needs, you can trigger specific rewards – and maximize knowledge and Buzz, this is one of the most important currencies in the game. Knowledge is a measure of education in every exhibition, and buzz is how people find it (between these two things, you can put a hand in your ear and hear thousands of them. Real-world curator screams in the staff room).
These adventures are the biggest new features here and are already done. When you manage the museum and make sure you have enough toilets and staff to handle the gift shop (I forever forget to build toilets), you also have to send experts into the wider world of two points in a series of extended maps. Everyone has a new location that can be unlocked once a specific condition is met.
The adventure begins with a simple start, but it will soon require multiple employee types. They have the risk of injury, you can help mitigate certain items and often lead to dilemmas, where you have to make tricky choices right now. All of this stuff is handled through the menu, but it provides a mix of decisions, unlocks and new items that can be built in the museum. This is enough to keep you busy, each expedition ends in a crate and hope-hope! – A new exhibition will be sent to the museum floor or in stock.
It's very large, but it's not the end of complexity. Over time, new experts will be needed, and other employees will have to be trained on new skills, but you can also lend the exhibition to the museum while you develop new skills. A fancy planning trip or building a new display? You're thinking about knowledge, buzz and money, just as you're always focusing on cleaning and the well-being of employees and the sheer issues of floor space. When will it be expanded? Too early, you will be financially hit in a huge gap that no one wants to visit. Decide!
The event allows you to browse these things like a joy guide in a very good children’s museum, while the pace of mission and mini goals manages to teach lightly and receives a wealth of rewards. Actually, the two dot museums are so quick and annoying that they feel like a clicker game, and only occasionally – usually zeroing in the museum's next star rating to zero – will it be slightly It's not clear what you should focus on next.
But I think the sandbox mode is the real attraction here. In sandbox mode, you can set your own standards for success, figure out the punitiveness of what you want, and immediately mix with almost all exhibition genres when you see the right situation. For me, this is two spots where the museum satirizes the bite. Here I have to interact with the system correctly, for example you have to destroy the exhibition to know its quality, thus unlocking privileges in any subsequent version of the exhibition you have selected by your team. It's a lovely design, but it also carries a moral cringe: destroying this? What rights do I have? and “What rights do I have?” is an interesting clue in this world.
I also have to really think about personnel management when things get tough, and this is where this easy game with fun dinosaurs lays on me properly. You know the deal: I've been hanging out in the fourth quarter and my financial goals look unlikely. But I really want to achieve this goal. I can stop, reorganize my messy museum, min-max everything and really get stuck in the details, or – what is this? I can fire all the expensive and currently unneeded curators. Plus, they would be annoyed by me anyway because I forgot to build the toilet again. Let them all go! Revenue bumps, target hits, long-term survival is sacrificed for short-term gains!
Of course, this is the stupidest, stupidest, and most abused capitalism, and it is a true proof of the two dots museums, which doesn't teach me directly. Like any good parent, it just provides an environment where you can learn by yourself. How do I feel afterward? A strange relief and a deep sense of shame. This is probably the most unquestionable business practice I have ever obtained in this game.
I love these things because it means that these management games are really relevant to the reality of what they are managing under all the content. This reminds me of the opening sequence of the first themed hospital, where the hero surgeon is ready for operation (I seem to remember having a chainsaw, but You do you etc. The two-point series makes you run this tradition like a purely business by occupying public goods – hospitals, education, museums -.
Aside from these things, you can hope to get all the stupid and cute extras. This is a minified game. The museum curator will scan the alien pod with PKE equipment. The ghost will do nothing to check the furniture. The thief will abscond with a fossil while a child hangs from a part of the frame that was once displayed. In the aquarium, the face presses upwards on the tank. People climbed onto larger exhibitions and tried to climb onto them. What is that clown doing? Why do all these people run suddenly?
All of this, but it's also a zoom game. Why does it have to run like this? Why did I just fire all the janitors instead of giving them a raise? Oh, yes, has anyone seen the toilet?
Publisher SEGA provides a copy of the two-point Musuem.







