Skip to main content

Two Point Museum is a worthy follow-up to Two Point Hospital and Campus

two point museum preview
Image used with permission by copyright holder
Summer Gaming Marathon Feature Image
This story is part of our Summer Gaming Marathon series.

We’re far from the tycoon and simulation game boom of the 2000s, where you could find a game about managing pretty much any kind of business. However, Two Point Studios and Sega have kept the spirit of that era of PC gaming alive with their games. Two Point Hospital was an excellent spiritual successor to Theme Hospital, while Two Point Campus let players build and manage universities. Now, the pair is back with Two Point Museum.

As you can probably gather from its title, Two Point Museum is all about building and managing museums. I’ve lived near both Chicago and Washington, D.C., which are great cities for museums, so I enjoy visiting them. Because of that, Two Point Museum was immediately appealing to me. While there are some ethical questions that the comedic management game will need to address, I thoroughly enjoyed what I played of Two Point Museum prior to its announcement.

A built up museum in Two Point Museum.
Sega

My preview of Two Point Museum began right at the start of the game. I was given the keys to a completely abandoned and empty museum, and it was up to me to get it up and running again. If you’ve played Two Point Hospital or Two Point Campus, the UI and general gameplay loop of the experience will feel instantly familiar, just with a museum-focused twist. Adding furniture and designing rooms feel very intuitive, and there’s a lot of room for personal flair and customization.

Recommended Videos

Rather than building hospital beds or classrooms, you’re building up exhibits and hiring staff to sell tickets, maintain the museum’s cleanliness, collect donations, and more. To discover new exhibits to bring to the museum, players have to send some of the experts they hire on expeditions around the world. These take time to complete and can potentially injure the experts and put them out of commission for a while, so there is risk involved.

But to ensure you keep getting donations and have exhibits with a lot of buzz, you’ll constantly need to send people out on expeditions. That’s the biggest new feature that makes Two Point Museum stand out from its predecessors, although it’s also changing things up by letting children visit museums and removing the star-based level objectives that helped streamline the progression of previous games. While players will build multiple museums, Sega wants players to return to and enhance the ones they have already built with exhibits found on expeditions.

The expeditions menu in Two Point Museum.
Sega

While I didn’t get to see some of those more meta-game systems in play, I had an amazing time with what I did see. I have confidence that this will be a distinctly fun management game and already see that it will retain the humor and charm of its excellent predecessors. However, I’d be remiss not to address that, esoterically, Two Point Museum could potentially feel more ethically dubious than its predecessors because of its British stylings.

Gamifying museums is a touchy subject when many in England have a reputation for housing art and other items stolen from other cultures around the world when Great Britain was a massive colonial power. Of course, Two Point’s world is entirely fictional and comedy-focused, but those feelings still stand. The demo completely circumvented addressing this concern in any way, as the items I could go on expeditions for were solely archeological items from the prehistoric era.

Hopefully, Two Point Museum will find a reasonable way to address that ethical quandary as players start to collect items from more recent history. Or maybe it can avoid addressing the subject entirely if all the exhibits players find are as funny and nonsensical as a computer made out of stone or a frozen caveman that can wreak havoc in the museum if the ice around him melts.

Two Point Museum is in development for PC, PlayStation 5, and Xbox Series X/S.

Tomas Franzese
As a Gaming Staff Writer at Digital Trends, Tomas Franzese reports on and reviews the latest releases and exciting…
The Plucky Squire is the Zelda: Link Between Worlds follow-up I’ve been craving
A space shooter wraps around a mug in The Plucky Squire.

Of all the indie games set to release in the back half of 2024, The Plucky Squire has to be at the top of my list. I've been interested in the Devolver Digital-published project ever since its reveal thanks to its perspective-shifting gameplay. Players run through the pages of a storybook in 2D, but jump out of it to solve puzzles in the 3D world around it. It's one of those design hooks that immediately catches my eye, but I always have to stop and wonder if an idea like that will end up playing as a cute gimmick.

Thankfully, I'm not worried about that with The Plucky Squire. During a 45-minute preview at Summer Game Fest, I got a much better ideas of how much gas developer All Possible Future has in its tank to power its premise. The slice I played already teased an adventure full of surprises that should make it as charming as I'm hoping it'll be.
Off the page
My adventure begins a few hours into the full game in a truncated chapter with a few puzzles removed for the sake of time. During that time, I'd get to get a feel for both The Plucky Squire's 2D and 3D gameplay, and the way that those two ideas intersect. First, I'd start in the pages of a book. These sections play out like a standard top-down adventure where I control a little hero with a moveset not so far off from Link's. I can slash enemies, spin attack, and even perform a sword plant. In the first half of my demo, I'd chop down some enemies and find keys in some simple platforming puzzles.

Read more
Metroid Prime 4: Beyond’s stunning first trailer was worth the wait
metroid prime 4 beyond 2025 reveal

During the June 2024 Nintendo Direct, Retro Studios showed off new gameplay footage of Metroid Prime 4: Beyond. The game is coming in 2025 for Nintendo Switch.

Metroid Prime 4: Beyond was first announced in 2017, reportedly under the development of Bandai Namco. However, in 2019, development shifted to Retro Studios and was subsequently rebooted. There weren't many substantial updates until now.

Read more
Silent Hill creator’s new game Slitterhead prioritizes action over scares
One of the rarity characters in Bokeh Game Studio's Slitterhead.

Slitterhead was the weirdest game I stumbled onto at Summer Game Fest this year. Tucked away in a small cabana at the back of the event, it was a game few people attending even seemed to know was there. I felt compelled to check it out before the event ended, as if I were possessed. I managed to get an on-the-fly appointment to see it on the last day of Summer Game Fest, eager to dissect what I saw in its action-focused gameplay trailer. That decision would bring me face-to-face with Keiichiro Toyama, who helped create iconic franchises like Silent Hill, Siren, and Gravity Rush, and has now moved on to make SlitterheadĀ at Bokeh Game Studio.

We're in a survival-horror renaissance now thanks to Capcom's Resident Evil remakes and standout indies like Crow Country, but Toyama tells Digital Trends he's now leaning into making a full-on action horror game. He believes that's what players today prefer, and Slitterhead is a result of that. With its focus on combat, a parry deflection mechanic, and a possession system that lets players move between bodies during battle, it felt like I had stumbled upon a creepy hidden gem at Summer Game Fest.
A Siren spiritual successor
Although Toyama is best known for creating the first Silent Hill, Slitterhead has more in common with the second horror franchise he worked on: Siren. That series was a creepy survival horror game where players could "sightjack" NPCs to learn what they can see and hear. That gameplay concept, as well as the idea of telling another ensemble story with a lot of characters, is something Toyama and other returning developers from Siren want to explore more with Slitterhead.

Read more