aLL was quiet at the County Archives Museum until the woman erupted from one of the toilets. Dressed in full scuba gear, she would not have been noticed as she was woven into the regular visitors – if the boring gags of school children, tourists and Yeti weren’t for the guards with bead-eyed eyes. It turns out that the woman was a member of the infamous crime syndicate famous for breaking into the museum, stealing valuable exhibits, and returning to the sewer like a well-immune goldfish. As my guards tackled the thieves, the museum’s prehistoric experts properly shunned the conflict, set off towards a far-off corner of the earth, and soon returned with precious relics of the ancient world. The robber is caught. The museum hires better qualified thieves and sends them on expeditions.
This is a kind of whimsical satire that two point studios exchange, like making fun and unruffled management games in very serious facilities and hospitals, universities and current museums. Here, as a curator of the county’s outdated institution, you must first protect your interests and secondly protect your history. It’s easier to say than when you have a lot to manage. You will need to hire a professional to source and maintain the exhibits. The assistant must serve as an assistant to run the front of house, a guard to scrape stubborn material from the floor, handle donations, and play carriages with criminals.
The tour route must be carefully plotted and decorated to impress. Therefore, you need to persuade the “buzz” and visitors to make a donation. There are many different types of visitors. Professor Sage longs for knowledge from a well-placed information stand, but hyperactive children just want something beep. To please pint-sized punters, you will need to research and build interactive displays for kids at workshops and pay for the materials through necessary funding instruments, such as loans, gift shop sales, or advertising deals with local businesses. This is a beautiful and detailed operation that suggests how developers pay close attention to human nature and mirror it in an interesting game loop.
You can imagine a curator at the British Museum scratching his head over the same task (saving scuba thieves). Some visitors barrel straight and pause long enough to take a selfie at the most popular exhibits, while others spend hours in the gift shop. Two Point does an epic job of simulating the challenge of satisfying a diverse crowd… despite the fact that your audience is literally included here clown.
The museum’s themes range from anticipated prehistoric times, aquatic, plants, off-the-spots, ghosts, extraterrestrials, and even apocalyptics. Previous installments in the Two Point series left the institutions siloed (after all, it would have been strange for the University of Sports to set up a magical magic division). However, the essence of the museum requires a fun mishmash of curiosity, allowing you to build a very diverse display in unique places. For example, aquariums offer expeditions that produce prehistoric bones of marine creatures. This means that the collection remains convenient rather than suffering with forgotten inventory menus, and the progression finds consistently rewarding.
History repeats itself… Two Points Museum. Photo: 2 Point Studios/Sega
This is a simple two-point game that looks easy, but even the simple act of placing objects has been improved, with valuable artifacts wobbling unnecessarily whirring as they move. The floors drastically hang through the windows, reflecting and glowing from those walking across them, and the vending machines almost cast a glow of heaven. This new lighting enhances Two Point’s distinctive cartoon-style style and maintains its charm while elevating the view. A good management game is that it allows players to create things that boast forms and features.
“Prehistoric items have been here for thousands of years,” announces the museum’s public address system. You might think “the same.” Adjust the color of the gift shop counter to match the new tiles. But when you go back to praise the results, the second feeling doesn’t feel in vain. Two Point Museum takes all the lessons from previous games and makes a thoughtful and very interesting contribution to the genre of admin SIMs based on them.
Source: www.theguardian.com