Two Point Museum is awesome, and now’s the time to check it out

Back in 2018 when Two Point Hospital first came out, I don't think anyone truly expected the developer to spin out a whole franchise. In 2025, though, we have Two Point Campus and Two Point Museum, and the latter, in particular, is an absolute delight. Make no mistake, I adored both Hospital and Campus in their own ways. Two Point Hospital came about as an honest-to-goodness, albeit goofy, follow-up to the legendary Theme Hospital, and it very well could've stood on its own as a standalone product. Two Point Campus, on the other hand, proved that there was merit in making a franchise out of this Wallace & Gromit-esque schtick. The game had its own set of issues, however, most of which stemmed from the fact that all the actual management was done between semesters, with Campus playing itself when things truly kicked off. Two Point Museum, however, solves all the problems I had with its predecessors. It doesn't have the automation issues that came about in Campus, and it doesn't suffer from being an essentially solvable game, like Hospital. No, Museum keeps players on their toes for way longer than any other Two Point title, and I'm thrilled to report that Zoey Handley's preview for the game was spot-on in a few key ways. Image via Two Point Studios There are two fundamental improvements Two Point Studios has delivered upon with Two Point Museum: The gameplay loop is such that you're rewarded for coming back to your old, previously "solved" facilities. Expeditions keep throwing curveballs at you as you go. The first novelty, in particular, cannot be overstated: whereas you used to be able to wrap up a facility and simply move on to greener pastures in Hospital and Campus, Museum instead specifically tasks you with improving and upgrading old levels over and over again. You might head on over to an afterlife-themed facility later on in the campaign, which leads to a whole bevy of thematic (and goofy!) upgrades. All of them can subsequently be applied to your older museums, which in turn increases their ratings and nets you more currency and even more unlockables. Levels are no longer "solved" after just one playthrough, which makes them rewarding to replay over and again, each time iterating upon your optimal exhibition layout to a greater extent. This is the ultimate solution to the prior Two Point titles' biggest problem, and makes Museum the kind of game that's hard to put down. There's always something going on, and there's always something you could be iterating on. Image via Two Point Studios Management games aren't everyone's cup of tea, that's a given. Yet, I can't help but feel that Two Point Museum shows that you don't have to sacrifice accessibility to make a truly compelling game of this kind. The last couple of months have given us some of the best games we've seen over the past years. Between Avowed, Monster Hunter Wilds, and Kingdom Come: Deliverance 2, there's absolutely no shortage of awesome, dynamic, and immersive action games to play for hundreds of hours on end. Yet, I can't help but play Two Point Museum instead. It's so good of an experience that I can't set it down. Crucially, I hope Two Point Museum is a crucial turning point for the franchise. Two Point Studios has seemingly figured out how to elevate its management gameplay loop beyond issues present in its older titles. I'm not saying it's going to be easy or straightforward to apply a similar approach to whatever the next Two Point game might, but it's a delightful sign of things that are hopefully to come. That's a different can of worms, however. In the interim, the main takeaway is that Two Point Museum is an absolute joy to play. Between its humor, the lovely visuals, and an inviting gameplay loop, there's really not much else a genre fan could ask for. So go and play it, already! The post Two Point Museum is awesome, and now’s the time to check it out appeared first on Destructoid.

Mar 11, 2025 - 15:17
 0
Two Point Museum is awesome, and now’s the time to check it out

Two Point Museum promotional splash image.

Back in 2018 when Two Point Hospital first came out, I don't think anyone truly expected the developer to spin out a whole franchise. In 2025, though, we have Two Point Campus and Two Point Museum, and the latter, in particular, is an absolute delight.

Make no mistake, I adored both Hospital and Campus in their own ways. Two Point Hospital came about as an honest-to-goodness, albeit goofy, follow-up to the legendary Theme Hospital, and it very well could've stood on its own as a standalone product. Two Point Campus, on the other hand, proved that there was merit in making a franchise out of this Wallace & Gromit-esque schtick. The game had its own set of issues, however, most of which stemmed from the fact that all the actual management was done between semesters, with Campus playing itself when things truly kicked off.

Two Point Museum, however, solves all the problems I had with its predecessors. It doesn't have the automation issues that came about in Campus, and it doesn't suffer from being an essentially solvable game, like Hospital. No, Museum keeps players on their toes for way longer than any other Two Point title, and I'm thrilled to report that Zoey Handley's preview for the game was spot-on in a few key ways.

A gameplay screenshot from Two Point Museum featuring a closeup of a "dinosaur" skeleton.
Image via Two Point Studios

There are two fundamental improvements Two Point Studios has delivered upon with Two Point Museum:

  • The gameplay loop is such that you're rewarded for coming back to your old, previously "solved" facilities.
  • Expeditions keep throwing curveballs at you as you go.

The first novelty, in particular, cannot be overstated: whereas you used to be able to wrap up a facility and simply move on to greener pastures in Hospital and Campus, Museum instead specifically tasks you with improving and upgrading old levels over and over again. You might head on over to an afterlife-themed facility later on in the campaign, which leads to a whole bevy of thematic (and goofy!) upgrades. All of them can subsequently be applied to your older museums, which in turn increases their ratings and nets you more currency and even more unlockables.

Levels are no longer "solved" after just one playthrough, which makes them rewarding to replay over and again, each time iterating upon your optimal exhibition layout to a greater extent. This is the ultimate solution to the prior Two Point titles' biggest problem, and makes Museum the kind of game that's hard to put down. There's always something going on, and there's always something you could be iterating on.

A character closeup from Two Point Museum.
Image via Two Point Studios

Management games aren't everyone's cup of tea, that's a given. Yet, I can't help but feel that Two Point Museum shows that you don't have to sacrifice accessibility to make a truly compelling game of this kind.

The last couple of months have given us some of the best games we've seen over the past years. Between Avowed, Monster Hunter Wilds, and Kingdom Come: Deliverance 2, there's absolutely no shortage of awesome, dynamic, and immersive action games to play for hundreds of hours on end. Yet, I can't help but play Two Point Museum instead. It's so good of an experience that I can't set it down.

Crucially, I hope Two Point Museum is a crucial turning point for the franchise. Two Point Studios has seemingly figured out how to elevate its management gameplay loop beyond issues present in its older titles. I'm not saying it's going to be easy or straightforward to apply a similar approach to whatever the next Two Point game might, but it's a delightful sign of things that are hopefully to come.

That's a different can of worms, however. In the interim, the main takeaway is that Two Point Museum is an absolute joy to play. Between its humor, the lovely visuals, and an inviting gameplay loop, there's really not much else a genre fan could ask for. So go and play it, already!

The post Two Point Museum is awesome, and now’s the time to check it out appeared first on Destructoid.