Universities and hospitals: they’re well-known money spinners (assuming you ignore socialised healthcare) and make perfect sense for a management sim. What doesn’t strike me as such a lucrative institution is a museum. I went to a lot of them as a child specifically because it was a cheap day out, and as I rocket closer towards middle age, I finally appreciate my parents’ mentality.
Honestly, it’s not the theme I expected from the third Two Point game before it was announced, and my initial reaction was one more of confusion and minor pessimism than anything else, partly for the reasons previously mentioned. More fool me, though, as Two Point Museum may well be the most balanced and well-rounded of the lot.

You’re the curator of a museum, or rather several museums, and it’s your job to pull in the punters, make the staff do their job, and secure new exhibits to make it all worth everyone’s while. You’ll not be making it an affordable day out, either; your museums are a business first and foremost, and that means staff can take one short break every month or so, and keyrings from the gift shop will cost patrons 50 quid a pop.
So far, so similar to previous entries, but one of the big changes this time around is exhibits and, more specifically, how to get them. You’ll have to send your staff through a helicopter-shaped rabbit hole where they set off to explore wherever it is you’ve told them to go, in the hope that they’ll not return dead (or worse, with a poor-quality exhibit).
Despite never really seeing where your staff members go on these expeditions, Two Point Museum still manages to instil a sense of exploration, all whilst safely hovering aloft your roofless enterprise.
This goes doubly so when staff encounter a random dilemma during such a trip, where a situation demands your expert decision-making. They might find what appears to be an oasis in the desert, and you have to decide if they should pursue it or stay on course.

As this is a Two Point game, your natural reaction and sensible thinking have to go out the window in these instances. That oasis? Actually a spa with a full staff wondering why they get so few customers. I’ll be honest, even though the game makes a foreboding sound whenever a dilemma occurs, I was absolutely thrilled each and every time, because it’s genuinely impossible to know what the outcome might be the first time around. Two Point Museum operates on a twisted, almost uncanny logic that continually delights and surprises.
The type of museum you run makes a substantial difference as well. The game will bounce you around the different museums available to you in order to progress, and each (initially) plays very differently from one another.
Depending on what you’re trying to discover, you’ll have to send your staff out to dig up dinosaur bones, catch fish to put in the aquariums you probably should have already built, dive deep into the bowels of an old technology centre, or, you know, dip into the netherworld to extract ghosts for children to gawk at. You can even take your helicopter into space. Amazing.

Some exhibits you can simply plonk down, others require you to find their constituent parts, some need to be put in their own special rooms (think fish and ghosts), and some need to be kept in a specific level of humidity, temperature, or both.
Did I mention plants? I don’t think I did. These aren’t your garden variety botanicals, though; the plants people want to see are man-eaters, although in fairness the guests they eat don’t seem to die, only come out…changed. Some guests even demand this as their idea of a perfect museum visit. Why not dive headfirst into a gaping, vegetative maw so you can seemingly have your genetics altered to look like a clown? That’s a Batman story we haven’t yet seen.
And it’s important to keep guests happy, as not only will they pay a frankly staggering amount to gain entry, but also will freely dump sometimes hundreds into your appropriately-positioned donation stands. How much they donate is based on an exhibit’s ‘buzz’, how much detail your information stands divulge (which can be increased by destroying and analysing an exhibit in a special room), how entertained they are, and several other factors besides.

And you’ll need to satisfy those, as donations make up a substantial part of your income. Entry tickets are a one-time thing, but donations can just keep coming and coming, and it’s never dissatisfying to see your stands bursting with golden coins to collect.
If all this seems a bit hard to get a grip on, then that’s reassuring, because the game is absolutely rammed with mechanics and twists on the basics. It eases you in, though, which is absolutely necessary, even if it can feel a touch basic at first. New mechanics and themes are drip-fed to you as you progress, meaning you don't get a chance to get bored doing the same thing time and time again.
It’s a meaty game too, easily demanding upwards of 50 hours for the base game, and the Fantasy Finds DLC will no doubt take that further still. Although it will be available on Switch 2, it sadly wasn’t live during our time pre-release. Further expanding what’s on offer is the Digiverse map of expeditions, which was released recently on other platforms as well. This map expands the exhibits you can acquire to include those from other games (currently Dredge and Vampire Survivors), with the promise of more to come.

Tantalising stuff! And that’s not just my opinion, either. Bands of thieves and vandals, some of whom are from competing museums, are desperate to come in and either damage your hard-won treasures or take them for themselves. This is one of the trickier mechanics to master at first, as suddenly your security guards have more to do than empty the giant buckets of cash your guests have filled up.
Two Point Museum is a game that just keeps on giving. Every time you think you’ve got all the mechanics under your belt, the game tosses you another, like portals opening up and letting malevolent spirits in to harass your guests, or whoops! Now you have to tackle marketing campaigns!
The customisation is similarly excellent. You can freely build and modify not only each room in a museum, but each and every building as well (with one or two exceptions, of course). The floors, walls, partitions, dividers, and even the colour of individual decorations, it’s all up to you how it looks. Does it make a difference to how the game plays? Not even slightly, but I still caught myself spending cumulative hours fiddling around with floor tiles and decorative items’ positioning.

And to top it all off, Two Point Museum continues the trend of an excellent soundtrack interspersed with properly chuckle-worthy chatter from its resident DJs, wonderfully clear and vibrant visuals, and really fantastically executed controls for the genre.
One thing is notably missing on Switch 2, though, and that’s mouse mode. It seems like an obvious inclusion, but sadly it’s not included here at launch. We did speak to the developers recently, who confirmed that they are considering it, but right now it’s controller or nothing.
Visually, it’s a big step up over Switch 1’s Campus and Hospital, although the game is capped at 30fps. It’s a very smooth 30fps in the early stages of each museum, but unfortunately it does struggle a bit as things get more hectic, and it seems to be the same in both docked and handheld for the most part. It’s not a dealbreaker per se, but given the leap to much more powerful hardware, I was hoping that it might be a little more consistent than it is, given that the game runs far better on other systems like the Steam Deck and Xbox Series S.

It just feels like there’s performance that’s been left on the table in its current state. I also experienced a few graphical anomalies, such as dust clouds being made entirely out of 2D squares, and one particular sandy floor texture going absolutely bananas and flashing terribly unless the camera was stock still.
I have faith that these little issues can be ironed out in updates — and a little more optimisation to get some more stability wouldn’t go amiss either — even if they don’t do anything to spoil the game.
Conclusion
Two Point Museum might be the best Two Point game to date. It’s smart, funny, good-looking, and packs in more mechanics than you can shake a stick at, all without feeling overwhelming or too much to handle.
It’s got some performance-based blemishes on Switch 2, and the lack of a mouse mode at launch feels like an obvious omission. Still, the final package is an incredibly entertaining one that fans of management sims would be mad to skip.





Comments 30
Thanks for the review, further confirms that I'll eventually play this (and also the other Two Point games) for sure - fingers crossed they'll be able to fix the issues mentioned if not even improve to an extent the performance in bigger museums and eventually add mouse mode, too!
No mouse mode is an absolute deal breaker for me and their statements about it sound completely lazy.
Forget mouse controls, even touch controls is a huge leap forward for the series on Nintendo platforms.
Hospital/Campus didn't support touch controls at all, which is utter madness and made them unnecessarily frustrating to play.
Ufff those cons... I will wait for the inevitable update down the road. But it's on the wish list already.
Will buy the physical tomorrow. A beautiful game, just right for dreary autumn evenings.
I have a couple hundred hours logged in on PS5 and I never once felt like I needed a mouse. 🤷♂️ It's a terrific game.
I play this on Steam Deck without a mouse. It’s completely fine though a mouse would be cool for a true hybrid experience.
I've been soured on this series by the fact that Campus still crashes frequently after all this time, even on Switch 2. Shame, as the gameplay when it works is very much My Sort of Thing.
I've been designing museum exhbitions for over 20 years. Its super weird to see a game about it. I guess I'll have to give it a go, just out of curiosity.
This might be the first Two Point game I'll get. I love sim games and haven't played one in ages. But I only will if they add mouse mode. Otherwise I'll get it on Steam.
I thought mouse would have been a given so that's disappointing. Still got it pre ordered tho as my son is fossil mad at the mo so looking forward to building the dinosuar exhibits with him
Missed opportunity with no mouse mode. I feel we need a real test of this functionality.
Give me command and Conquer remastered with mouse mode and I'll be happy.
This is on the list, but will wait for a decent sale.
bought th egame in a ps5 sale... quite fun full of nice little weird things.. might double dip, because great for a holiday i think
I'm really tired of this trend where developers will blab about how much smoother and nicer it is porting games to Switch 2, and then they come out and aren't anywhere near as optimized as they frankly could be. Especially when considering Steam Deck can apparently run this game fine at 40fps (apparently it defaults to 60fps and does still have issues later on) and Two Point was talking about how this port would have parity with the other versions, the fact that it's a 30fps that gets strained later on and also has a lower cap on museum guests is fairly disappointing. At least this port is more likely to be improved because the game is still being actively supported, unlike certain other ports [cough] Persona 3 Reload [cough]
Nintendo traditionally push a new feature with each console generation and then stop supporting it pretty sharpish, because developers aren’t interested. You just know that mouse mode is going to be that feature this time around.
@HingryHuppo I feel like this is a different scenario since this is not just a gimmick but an actual valid alternative for playing games. A lot of developers didn't know what was up with the Switch 2 so it makes sense that they haven't taken advantage of this feature that much. Having said that, I do think that while it won't be left behind and we'll keep seeing it being used from time to time until the end of it's lifespan, a lot of games that could take advantage of the feature won't do it.
@roy130390 Yeah, I do think it will fade out gradually, or just be used more practically over time , much like the DS stylus. I don’t think many switch 2 games will be using the mouse function as imaginatively as Drag X Drive in 7 years time.
Yeah I was surprised that mouse mode was not added to Roller Coaster Tycoon Classic as well.
It's feeling like mouse mode was a hardware gimmick that nobody is going to use. I sure hope not.
@PikaPhantom Here's the funny thing about all these games coming to Switch 2. Every time a game gets ported to Switch 2, I check on my PS5 to see if it is available, and 9 times out of 10 it is and is on sale there. I end up picking them up on the PS5 for a steal thanks to Switch 2 ports reminding me to go check on them on other systems LOL.
For instance, I picked up Persona 4 Golden on the PS5 on sale for $9 the other day while checking on Persona 3 Reloaded after seeing it came out on the Switch 2. Then I put Persona 3 Reloaded on my wishlist on PS5, and will keep an eye on it for a big sale. I find things get deeper sales on my PS5 than they tend to get on my Switch, and not going to lie, most of them run and look better on my PS5 anyway. I love my Switch 2, but the main thing it has done for me so far is get me to buy more games on my other systems LOL. /sigh
I was excited when this was first announced as it seemed like the perfect genre of game for switch 2's mouse controls without that I'm not as interested, will wait for an update or if it's on sale
I’ll skip, thanks. On Swtich 1, Two Point Hospital was decent, and fairly stable Two Point Campus was horrible with frequent crashes, and slow downs. I’ve no idea id it ever got fixed, as i eventually gave up. Will be voting with my wallet, I’m afraid…..
To be fair I’ve played this on an Xbox series X and it chugged a little in some of my museums in the latter half of the game. I was kind of hoping by some miracle it would be smoother on Switch 2, but still it’s an excellent game!
By the time I wanted to give the series a try they switched to codes in boxes. Some things just werent meant to be
I am going to buy it.
I played two point hospital on my switch lite and the control was perfectly comfortable.
So I don't mind the lack of mouse control at the start.
They will add it in the future.
hmmm.. I purposely avoiding buying this on Xbox because of Switch 2 mouse mode... so now I'm not sure. Being portable is certainly a big win but so is the better performance.
I guess its a race between the devs confirming mouse mode and an Xbox sale
"No mouse mode"
Laughs in Steam Deck
In all seriousness though that's crazy that it doesn't have mouse support. It was literally designed first and foremost as a computer game, how could it possibly have been difficult enough to implement that they just didn't bother??
It's so weird that they didn't include Mouse Mode. I mean its a port of a PC game that makes extensive use of mouse controls, this would be a perfect game for it. I won't pretend to know what its like to develop a game for a console or how features are implemented, but I feel like this is kind of lazy.
Never understood the need or desire for mouse control on a console. That is what I have a PC for.
Somehow disappointed by the performance...
I added it to switchgamedb.com
@PharoneTheGnome It's the same for me here, except I play on a SteamDeck and not a PS5. These ports take so long to be released that the games have reached platinum status everywhere else (if people still say that nowadays).
Loving TP:Museum so far. No big surprises in one way or another. I'm a bit disappointed there's no art section (unless I still have to unlock it further down the campaign) which is the main thing I go to museums for in real life. And also disappointed with the introduction of in-game currencies like metal, cogs and... plant goo (?) to build those contraptions I have no intent of building except for the purpose of the main story.
What's next, SEGA? Some suggestions: Two Point Mall, Two Point Airport, Two Point Resort, Two Point Used Car Dealership, Two Point Dry Cleaning or even Two Point Government.
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