Two Point Museum Finally Gives Sandbox Mode A Reason To Exist

Two Point Museum Finally Gives Sandbox Mode A Reason To Exist



In the previous Two Point titles, I’d never really explored the sandbox. It’s not that I didn’t enjoy the games – I’ve fully completed Campus and Hospital – but I never felt the urge to create things freehand. When it came to Museum though, I couldn’t wait to ditch the goals and let my imagination take over.

A huge part of this is the uniqueness of building a museum from the ground up. I’ve played other games with museums, like Animal Crossing: New Horizons, but you never have control over the layout, design or running of them. Blathers just wants me to collect those bugs he hates so much, and work out which paintings are knock-offs.

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He doesn’t know or care that every time I go into a museum I look at how it’s laid out and critique it in my mind. He also has no desire to let me test my theories about managing crowds and exhibit visibility. Luckily for me, Two Point cares very much.

Sandbox Versus Campaign

The main campaign doesn’t have huge restrictions on what you do, but there are enough that you don’t quite have the flexibility you may desire. You’ll need to display specific items, and keep to the area’s theme as much as you can. I built some beautiful venues in campaign mode, but I never truly got to unleash my creativity or love of a mash-up. For that, I needed the sandbox.

Sandbox mode still has a few limits, but the main restrictions are removed. You can give yourself a lot of cash, and a boost to your income and buzz, but you’ll still need to put the work in. For example, room types will be unlocked, but locations won’t. This means there’s still a challenge in the background, but it’s much more flexible, especially with being able to set the amount of financial support you desire.

These limitations took the appeal out of sandbox mode in the previous games, but with Two Point Museum, they don’t matter. I’m simply setting my own grants as I begin my exciting career as a museum curator and world explorer.

The Sky Isn’t Even The Limit

No longer restrained by needing to stay on theme, I can create the unique and sprawling museums of my dreams. A building for dinosaur bones, another for space finds and an aquarium off to one side? Done. How about a science museum with interactive exhibits, lots of learning, and a random supernatural section to contrast it? No problem. Themes can be mashed up both in terms of exhibitions and decor without the penalties of campaign mode.

Every Two Point title learns from its predecessor, and Museum is no exception. Building is easy and intuitive, decorations mesh well together, and themes can be easily separated. Dividing walls are plentiful and customisation offers a neat final touch. Sandbox mode really doesn’t need to do anything except loosen the reins in order to create an experience I’ll finally participate in.

I’ve been building hospitals (and schools, and theme parks, and…) in games for years. The novelty has worn off. Combine this with the fact that Two Point’s previous games don’t exactly take place in settings that evoke happy memories, and you can see why the appeal for a sandbox mode isn’t quite there. Museums are a different matter entirely.

Despite the fact I went into labour while visiting a local museum – I’ve always assumed my son wanted to see the dinosaurs as well – there are no connections to trauma here. Museums have always been a place to learn, grow, and enjoy. I went with my family, later my friends, and eventually I took my own kids. Museums are a core part of my memories and bringing that to life is a thrill I can’t see myself getting bored of.

I may not be curing some weird illness, or helping kids gain qualifications this time around, but Two Point Museum adds the cool parts of those experiences and expands on them. The kids here may be brats who jump on the exhibits, but they are learning and having fun. Or at least I like to think so. As the pixelated people wander round my carefully crafted corridors, through the one-way system, and around the aquariums, I am taken back to the many places like this I’ve visited. They look like they’re having fun, but most importantly, I definitely am. As new ideas for different themes, locations, and collections continue to flow, my sandbox experience continues to grow.

A good solid sandbox tied to a unique and enjoyable theme, all wrapped up in easy-to-use controls and a wide variety of items to use? Consider me sold, time and time again.

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