I recently spent 10 hours playing a pre-release build of Two Point Museum, exploring three different museum locations across the game's preview campaign. From what I've seen so far, the latest instalment in the Two Point video game universe may end up being just as much fun as its popular predecessor, Two Point Hospital.
Developed by Two Point Studios, Two Point Museum retains the same zany tone as both Two Point Campus and Hospital. This time the series has you build and manage a museum, including collecting artefacts, curating displays, and raking in sweet cash from impressed visitors.
I am ruthlessly practical when playing such business simulators. Unless I've already reached Elon Musk levels of wealth, I tend to focus on optimising efficiency rather than interior design. However, Two Point Museum deftly merges these concerns, incorporating aesthetic considerations into its gameplay and providing practical incentives for players to thoughtfully plan and decorate their museum. I was hooked almost immediately.
Two Point Museum reveals two new exhibit themes
One of the most exciting revelations from Mashable's Two Point Museum preview was the confirmation of two new exhibit themes. The developer has previously announced the game will include Prehistory, Marine, Supernatural, and Botany exhibit themes, all of which I got to explore. However, upgrade paths in the preview also revealed two more themes: Science and Space.
Though neither theme was available to play just yet, Prehistory artefacts such as the Time Portal and a fossilised time-traveller suggest that Two Point Museum could venture into some futuristic tech. Judging by the loading screens, aliens may make an appearance as well. Fans have been eagerly hoping Two Point Museum would add Science and Space themes, as their concepts seem perfectly suited to its wacky world.
"There are so many types of museums in the real world, we wanted to reflect that, but also include some of the more eccentric aspects of life in Two Point County too."
Speaking to Mashable, Two Point Museum's design director Ben Huskins said that variety was key when choosing exhibit themes.
"There are so many types of museums in the real world, we wanted to reflect that, but also include some of the more eccentric aspects of life in Two Point County too," he said. "We've picked exhibits that are visually very different, but also those that provide new gameplay opportunities. With every theme we've tried to add new gameplay twists, things that make you play in a different way, exhibits with special requirements or interesting side effects."
Such requirements and side effects quickly became apparent during my time with Two Point Museum. Cold artefacts such as the Frozen Cave-Person and Snowy Howl Skeleton must be placed near a freezer. Aquarium tanks may require heaters if you're exhibiting tropical Star Fish or Flambuoyant Fish. Even ghosts have demands — their Polterguest Rooms need adequate decoration so the ghouls don't grow restless and break out.
Meanwhile, plants like the man-eating Blooming Buffoon gobble up and transform guests into clowns who entertain others, while the Haunted Doll artefact always stares unblinkingly at the player regardless of how you orient the camera.
"We've managed to cram in lots of Easter eggs, subtle crossovers between exhibits from different themes, and secrets to discover," said Huskins. "We're hoping people will want to collect all of the exhibits (you can track your progress in the in-game sticker book), and experiment with different combinations in their museums."
Two Point Museum buries ancient artefacts in loot boxes
Obtaining artefacts to display in Two Point Museum isn't as simple as just purchasing them. Rather, they're acquired through Two Point Museum's new exploration feature, which is an element unique to this latest release in the Two Point franchise.
Players can choose a locale such as the Prehistory-focused Bone Belt, the fishy Two Point Sea, or the spooky Netherworld, then select staff members to form a party and head off in the museum's helicopter to explore. The expedition will encounter various events depending on their combined level and particular set of skills (though most resolve without the player's interference), before eventually returning with a brand new artefact for your museum.
Once found, artefacts are presented in a manner akin to a loot box, a glowing crate popping open to give you that familiar serotonin rush that comes from unboxings.
Expedition map exploration is also shared across different museums, though artefact inventories remain separate. This means that if the experts in your marine-focused museum unlock a new location with a new specimen, you can jump over to your supernatural museum and send its staff there to find one for themselves. As such, Two Point Museum intends for players to bounce between their museums, continually returning to add exhibits rather than abandoning them in favour of the next location.
"There's a lot more depth to each museum in this game, there's always a reason to return to each one, so we're hoping that players want to invest the time designing and refining, and in doing so get attached to their creations," Huskins said.
We murdered ghosts for science in Two Point Museum
Each expedition location has different specimens available, with some requiring multiple trips to find their various fragments. Combined with the search for Pristine quality specimens, you'll likely end up with multiple copies of the same artefact. These duplicates may be sold, or kept in your inventory in case a wealthy collector wants to buy an exhibit.
However, the specimens can also be examined in the Analysis Room's aptly named Deconstructor. This device destroys the artefact to increase your Knowledge about it, which in turn boosts the Knowledge visitors gain from exhibit info stands — which all contributes to their review of your museum. Knowledge is quite literally power here.
Interestingly, specimens can be placed in the Deconstructor regardless of whether they're living, dead, or undead. I initially hesitated to place poltergeists in the machine, feeling like a villain in a dystopian YA novel. However when I eventually capitulated in the name of this preview, I was surprised to see my doomed ghosts smiling placidly as their atoms were disassembled.
"Yeah, we had a few conversations about this," Huskins told Mashable when asked about Two Point Museum deconstructing seemingly sentient beings. "We like to think of the analysis process as the 'digitisation' of the exhibit. Sure, its physical presence is deconstructed, but it lives on as a stream of pure data. Hopefully people have watched enough episodes of Black Mirror to question what the metaphysical implications of this are for sentient entities, and how sinister or otherwise it might be."
Fortunately, the ghosts are apparently as unperturbed as they appear, so you can dissolve them in the name of science with only mild guilt.
"Spirits are generally fairly happy with this process as they don't have much of a physical presence anyway, and it's considered slightly more comfortable than being sucked up by a janitor's Ghost Duster device, as tends to happen elsewhere in Two Point County," said Huskins.
Two Point Museum focuses on interior design
As I've mentioned, creating aesthetically pleasing rooms in Two Point games has never been a top priority for me. My interior design aspirations in Two Point Hospital were largely restricted to dotting pot plants everywhere solely to prevent my staff from getting grumpy.
Two Point Museum puts significant emphasis on customisation and design as crucial to the museum visitor experience, so you can't really approach these elements halfheartedly. The game encourages players not only to consider layout and how they position exhibits in proximity to each other, but also how they decorate the surrounding areas. Some decorations can even be altered via a colour picker, a first for the Two Point series.
Essentially, decorations are essential for what the game calls Buzz. The right decor can boost the Buzz generated by an exhibit, particularly if you fulfil the requirements for an artefact's Buzz Bonus. The more Buzz a guest has, the higher their donations and reviews of your museum will be. Like their real life counterparts, Two Point's museums tend to run primarily on donations.
Such considerations make themselves even clearer when planning tours through your museum, selecting which exhibits your experts will stop at. Tours are more highly rated if they're brief and coherent, consisting of artefacts which all follow the same theme. As such, keeping exhibits appropriately grouped throughout your museum is rewarded, and the overall flow of the museum becomes more important as you build your collections. And that means considering how exhibits work with walls, corridors, and open spaces.
"Building is a lot more freeform now," explained Huskins. "We've moved away from room-centric gameplay (the treatment rooms and classrooms of Hospital and Campus), and the focus is much more on the corridor space and how you want to arrange all of the exhibits in your collection.
During the preview, I was slightly frustrated that while Two Point Museum now allows players to build walls on an angle, you can't build rooms along them. You can't extend rooms to fill the awkward triangular space either. Unfortunately there are currently no plans to support angular rooms, though Huskins noted that they will monitor community feedback and continue to update the game post-release, just as they did with Hospital and Campus.
Two Point Museum drew inspiration from real museums
While Two Point Museum takes an undeniably playful and unserious approach to museum curation, Huskins stated that the development team did draw inspiration from real museums.
"Ultimately we're aiming for fun over realism, but we like to have elements that are grounded in reality alongside the more extraordinary parts of the game," Huskins told Mashable.
"We were even invited to a couple of the big museums in London, which was an amazing experience, and gave us an opportunity to ask probing questions about museum finances, how to design an exhibition space, and even get a sneak peek at some of the backstage areas," he added. "In some cases this has inspired us to add features to the game (staff-only doors, guided tours, sponsorship opportunities, etc.), and it's also been a useful reference when coming up with lists of exhibits, obviously with a Two Point spin on a lot of them."
Real museums have a controversial history, and British museums in particular. However, Two Point Museum deliberately steers away from such matters, opting to keep its tone light. Huskins told Mashable that Two Point Museum's development team had discussed this issue, and were mindful about how they depicted the acquisition of exhibits in the game. As such, Two Point Museum sticks closer to satire rather than replicate real-world cultural artefacts.
"It helps that Two Point County is our own made-up world, where everything is lighthearted, tongue-in-cheek, and we can have those larger than life elements," said Huskins. "Every time we design a new type of exhibit or expedition map, we think about what feels appropriate to us, what makes sense to exist within Two Point County, and what allows us to apply our own brand of humour."
That isn't to say that Two Point Museum is all fish and flowers. The game does still roam into human history, however it's a much more fantastical version than the one we're familiar with. It also might be more accurate to say that it delves into sentient humanoid history, as not all of Two Point County's characters appear strictly human.
"We do still have cultural artefacts in the game, but they're based within the fiction and lore of Two Point County, so we can frame them in a way that feels right to us," Huskins continued. "You'll have seen glimpses of this in what we've shown so far — remnants of an underwater civilisation in [marine-themed museum] Passwater Cove, for example, you'll learn more about that as you progress into the game."
More to come with Two Point Museum
Two Point Studios is continuing to keep some of the game's surprises close to its chest for now. Huskins did note he'd love to add a first-person to allow players to walk through their own museums, though that's a feature which is likely to come later if at all.
"We have a debug command that puts you into first-person view for a selected character," said Huskins. "It's quite entertaining, but the lack of a ceiling is somewhat disconcerting, and when they go to the bathroom it's the stuff of nightmares… Having said all that, if we ever get time we'd love to polish it up a bit and sneak it into the game somehow. Watch this space!"
There are still several months until Two Point Museum's planned launch in March, with more exhibits, museums, and maps to be revealed as it draws closer. Even so, the game's current build is already enough to get excited about. Obtaining artefacts, arranging them in your museum, and decorating the space around them forms an enjoyable gameplay loop, encouraging players to collect them all to build the greatest museum they can.
"We are just very excited to watch people play Two Point Museum and hear what they think about the game," said Huskins. "We had (and still have) the most amazing time creating Two Point Museum and we just hope players will enjoy it as much as we are."
Two Point Museum will be released March 4 on PlayStation 5, Xbox Series X/S and PC.
Topics Gaming Video Games