
Long-time players of quirky management sims Two Point Hospital and Two Point Campus will feel immediately at home in the cartoon aesthetics and tongue-in-cheek hyper-capitalism of Two Point Museum within minutes of beginning. But, after those few minutes, it's clear that, while in the same mold, there's something very, very different going on with the cadence of Two Point Museum. And it helps to breathe new life into formula.
"As you say, [in] the previous games, people were coming to those establishments with a particular problem that needed solving, right? Or they wanted to learn a specific thing," says lead designer Luke Finlay-Maxwell when we talk about the series' evolution tackling different business types. "Whereas with Museum, we wanted to make sure that the player has quite a lot of agency in how they're shaping the guest experience."