**An Exclusive Look at *Two Point Museum*: A Whimsical Approach to Museum Management**
I recently dedicated 10 hours exploring a pre-launch version of *Two Point Museum*, delving into three distinct museum venues as part of the game’s preview initiative. Based on my experience, this new chapter in the *Two Point* franchise appears poised to capture the charm and enjoyment akin to its cherished predecessor, *Two Point Hospital*.
Crafted by *Two Point Studios*, *Two Point Museum* continues the tradition of quirky humor seen in *Two Point Campus* and *Two Point Hospital*. This latest entry turns its attention to museum oversight, challenging players to construct and manage museums, curate exhibits, collect artifacts, and, of course, generate profit from enthusiastic guests.
### Aesthetic Meets Strategy in *Two Point Museum*
As someone who tackles business simulations with a keen focus on efficiency, I typically emphasize optimization over visual appeal. Yet, *Two Point Museum* adeptly weaves design into its gameplay, providing tangible rewards for carefully planning and adorning your museum. This equilibrium between strategy and creativity captivated me right from the start.
### New Exhibit Themes: Science and Space
One of the most thrilling revelations from the preview was the announcement of two new exhibit themes: Science and Space. These join the previously revealed themes—Prehistory, Marine, Supernatural, and Botany. While Science and Space weren’t playable during the preview, clues such as the Time Portal artifact and fossilized time travelers imply that *Two Point Museum* may venture into futuristic technology. Loading screens even hinted at the potential for alien encounters, delighting fans who wished for these elements.
Design director Ben Huskins highlighted the significance of diversity in selecting exhibit themes. “There are countless types of museums in reality, and we aimed to mirror that while incorporating some of the more peculiar facets of life in Two Point County,” Huskins elaborated. Each theme presents unique gameplay nuances, including special criteria or effects for exhibits that encourage players to approach each museum differently.
### Distinct Exhibit Requirements and Whimsical Artifacts
As I played, I swiftly discovered the eccentric requirements of *Two Point Museum*’s exhibits. For instance, cold artifacts like the Frozen Cave-Person and Snowy Howl Skeleton must be positioned near freezers, while tropical fish tanks demand heaters. Even ghosts have their preferences—Polterguest Rooms need to be sufficiently adorned to keep restless spirits at bay.
The game’s humor is evident in its artifacts. The man-eating Blooming Buffoon plant turns visitors into clowns who amuse other guests, while the Haunted Doll artifact stares eerily at you no matter how you adjust the camera. These whimsical elements enrich the overall museum experience.
Huskins mentioned that the game is filled with Easter eggs, theme crossover events, and hidden secrets. Players can monitor their achievements in an in-game sticker collection, motivating them to gather every artifact and experiment with various combinations in their museums.
### Artifact Discovery and Loot Boxes
Obtaining artifacts in *Two Point Museum* is not merely a matter of purchase. Instead, the game introduces a new exploration element. Players can dispatch staff on expeditions to sites like the Prehistory-themed Bone Belt, the aquatic Two Point Sea, or the eerie Netherworld. These expeditions, shaped by team skills and levels, lead to the discovery of new artifacts, presented in loot box-style glowing crates to deliver that gratifying unboxing experience.
Interestingly, exploration is cumulative across all your museums, while artifact inventories remain distinct. This encourages players to revisit and enhance existing museums rather than abandoning them for new ventures. “Each museum possesses much more depth in this game,” Huskins noted. “We hope players will take the time to design and refine their museums, forming a bond with their creations.”
### Dissecting Ghosts for Knowledge
One of the more unconventional features in *Two Point Museum* is the Analysis Room’s Deconstructor. This apparatus allows you to dismantle artifacts—living, deceased, or spectral—to enhance your Knowledge about them. Knowledge increases the information visitors receive from exhibits, thereby improving their evaluations of your museum.
Yes, this means you can even take apart ghosts. While I felt hesitant to subject poltergeists to the machine at first, I was taken aback to see them smiling contentedly as they were disassembled. Huskins clarified that the process resembles “digitization,” where the artifact’s physical form is obliterated, but its essence continues to exist as data. It appears that spirits don’t object to this procedure and may even prefer it to being vacuumed up by a janitor’s Ghost Duster device.
### Emphasis on Interior Design
In contrast to earlier *Two Point* titles, where interior design often took a backseat, *Two Point Museum* makes aesthetics a fundamental element of gameplay. Decorations are vital in generating Buzz, which directly influences visitor donations and reviews. Players must