Test - Two Point Museum: Test: That belongs in (m) a museum!

After hospitals and universities, we are now taking over the management of a museum in the economic simulation Two Point Museum (as the name suggests). Operations are initially on the (operating) table and the schooling of young people is only on the edge of our area of ​​responsibility, but whoever believes that the normal everyday museum life is boring is wrong. Nothing is normal in Two Point and certainly not boring.

As for the exact topic of your museum, you have five different ones to choose from, some of which are quite unorthodox. If you specialize in prehistoric, you will exhibit dino bones and other fossils. In the aquarium, logically, mainly shows fish and relics of civilizations (in the truest sense of the word).

It gets a little more unusual for the supernatural. This exhibition is more of a mixture of museum and haunted house. In addition to obsessed objects, you also exhibit real spirits. The cursed doll that always stares at you, even if the game is just paused, is damn creepy.

The topic of “science” sounds somewhat non -specific, but includes all kinds of devices and inventions in human history, such as aircraft. Some of them could also find themselves next door in the “space” museum. There are even extraterrestrial artifacts here.

There is a creative mode in which you can let your imagination run wild from the start, but I expressly recommend working through the campaign beforehand. Because on the one hand, this wonderfully charming and with lots of two-point humor through the individual museums, all of which have their own history and peculiarities, on the other hand it serves as an enormously extensive tutorial.

But you can also be grateful for this, because Two Point Museum offers so much that even after 30 hours of play, new mechanics are introduced, which should make life difficult for you. So take control of a dilapidated museum as a new curator. How difficult can it be to have such a museum?

Micromanagement of complaining museum employees

Before you even take care of a single dino bone, you need staff. Such a curator legend in SPE, of course, does not make your hands dirty, but pays (as little as possible) money for it.

The caretaker form the backbone of every public facility. You delete fire, improve your devices and take over the repair work of every machine that is as complex that is exhibited with you. Even the most advanced device does not offer a big challenge for your well -trained team. Already practical if you have done a caretaker with a graduation physics for a hunger wage that is not too good at wiping away the vomit from fully eaten children. The labor market in Two Point County must be hell.

If your museum becomes more popular, the shady journeyman also calls on the scene. Again and again crooks try to get out of the dust with some of your exhibits, or sticky bandits bravely reach into the donation box, which can be expensive for you. The employees of the security department remedy this.

In the typical Two point humor, however, not all thieves simply come into the door, pack the huge dino skeleton in the handbag and run away. There is too, but some gangs prefer to dig tunnels directly to the museum or they come through sewage pipes. So it is worth keeping an eye on whether a person does not come out of the toilet more than before. Otherwise, the favorite exponate quickly disappears on the sewage system.

Assistants are again the Swiss pocket knives among the museum employees. Sell ​​tickets, run the gift shop, toast marketing campaigns, bring snacks to the people and baristare in their own museum café are only felt just a section of their spectrum of activity.

Last but not least, you still manage those whose profession is to be a “expert”. They come in different flavors, give guided tours through the museum and maintain your exhibits. An expert in prehistoric, for example, dusted fossils, marine biologists feed fish and experts for the paranormal calming down dissatisfied polter spirits so that they do not polish too much.

Each individual employee comes with his own quirks and special features. For example, some are stingy and always want more salary than the colleagues, others need less time to continue their education. If the employees collect enough experience, they rise in the level and are then more efficient or able to learn additional qualifications.

In addition, you also have to keep the workforce happy. Is there enough to eat and drink? Is the staff satisfied with his salary? Is there enough time for enough breaks? Can the next toilet be reached in good time before a mop has to step onto the scene with associated caretaker?

In fact, the rather dry-sounding personnel management makes you happy. Because if you deal with them in the long term, your employees continue to specialize, which makes them more valuable for you on the one hand and on the other hand you almost build an emotional bond with you.

If a spirit goes crazy again, then I send grace. She has already attended the “Ghost hunting for beginners” course. I really hear the lovely sum of the proton jet on her back. Dave always feeds my predatory fish, and Michael's tours are the highlight of every museum visit.

But probably the most important task of your team is not in cleaning toilets or pushing school classes on hiking day. Above all, your workforce plays a crucial role in the rather dark side of the museum company. Because somewhere all the exhibits have to come from.

Is that predatory art or can it go away?

Apart from the normal everyday museum, you will send your employees to expeditions. To do this, simply choose a place on a world map that interests you and send people out to explore it. The simplest example would be an expedition to the desert to look for remaining dinosaurs. You only need one expert for prehistoric and some time.

Immediately the chosen one leaves everything standing and lying down and sprints to the in -house helicopter, which is standard equipment of every museum, while (at least in my imagination) he whistles the title melody for Indiana Jones. After a while he comes back and has a piece of rest dino with him that you can present to your curious audience.

Over time, however, the requirements become much harder and complications occur. Then an expedition may only need one expert and an employee, but if one of the two has a pilot's license, the mission takes twice as long. Or there is a risk of being obsessed by a ghost unless one of the fellow travelers have training in terms of “dealing with customers”.

The requirements catalog gradually continues to grow. For a successful mission, it is always enough to simply put the right staff while you ignore all possible complications, but then you also have to live with it if your people get sick or possibly even disappear forever. And you don't want to lose your favorite employee, which you have perfectly trained in hours of work.

The expeditions force you to plan your team forward -looking. It is not enough to just set five caretakers so that someone wipes the corridors. Instead, you always have to weigh what skills you need and put up accordingly.

The expeditions only feel questionable morally. Just fly somewhere, pack everything valuable without being asked and exhibit at home? The museums of the Two Point Countys have probably copied the methods of acquiring exhibits at the British Museum. But what do you not do for art and culture ... and ghosts and aliens?

Only a good guest is a good guest

If you have your staff under control and have a steady influx of new exhibits, you only have to set up your museum appealingly. In theory, you could simply put everything next to each other, but if you want to get the maximum out of your collection, then a little brain lard is required. The arrangement of the exhibits can be at least as demanding as your employees.

Each exhibit ensures a certain degree of enthusiasm among guests. To increase them, the exhibit must be put in the right light or decorated accordingly. A few hanging plants on the wall, dino prints on the floor, maybe a museum banner or painting and the fossil highlight of your exhibition becomes from an old stone.

In addition, every exhibit still has special, own requirements. For example, a cursed puppet only really comes into its own when there are other cursed objects nearby or right next to it cans spread a dim light. All of this continues to increase the level of enthusiasm and attracts more visitors to the museum. It also ensures that your exhibition never looks empty or sterile. Instead, there is usually a pleasant and cozy disorder if you try to bring as many needs as possible under one roof.

Especially with more complex requirements, Two Point Museum is like a kind of puzzle. The spirit of a Victorian lady may not want to spit in the same room as the spirit of a simple worker. In turn, he would like to have a fireplace in his room, which his haunted colleague does not can do. A frozen cave person needs a cold environment, but then places a tropical plant right next to it, it will simply freeze and go into freezing.

Better said, Two Point Museum is a puzzle to which you are permanently getting new parts, which, however, do not fit what you have already built. So it is important to take areas apart, to put them together again or maybe to push parts aside first because they do not find a connection at all.

In addition, there are certain difficulties that depend on the type of your museum. If you build an aquarium, you should keep smaller fish separately from their predators. Plants often need a certain climate and alien artifacts only work if other exhibits supply them with energy accordingly.

But if you have placed everything well and created the perfect museum, it feels very rewarding. At least until such a wannabe indiana-jones tackles a part again that throws everything up. The way to the curator legend is not an easier.

If ...

You are ready to pump hundreds of hours into a fun economic simulation.

Save it if ...

Her prefers to put your herself your own hand than to look at dozens of males passively to scurry around.

Conclusion

Full points for the Two Points Museum!

If you compare Two Points Museum with the predecessors or especially with the first part Two Points Hospital, you can tell that the series has now developed enormously. Where the sloping gags used to be the main argument to play Two Points, Museum creates a wonderful melange of humor and demanding and demanding gameplay. This does not mean that the museum would no longer be hilarious, but the management aspects are at least as fascinating.

The expeditions in particular always provide small loosening puzzles, where you have to consider whether you are ready to take a risk, or rather put a little more time in preparation. After a few hours, the level of difficulty then attracts noticeably without ever really overwhelming. However, the game is rare.

Two Point Museum is the perfect game for fans of economic simulations that their hours of sessions like to see through one or the other laughing attack. For the slim price of just 30 euros (Deluxe Edition 40 euros) you get hundreds of hours of fun here.

overview

Pro

  • Great led campaign
  • Just won't get bored
  • toller humor
  • Dinos

Contra

  • very long entry
  • will be quite complex later
  • Not a big challenge

Awards