Two Point Campus Review - Old School

Two Point Campus Review – Old School

There’s a familiarity and comfort to Two Point Campus’ early hours, from the whimsical claymation style of its characters to its distinctly British humor and jaunty music. It might trade doctors and patients for teachers and students, but if you played Two Point Hospital, you’ll feel right at home in Two Point Studios’ latest business management sim.

As the hours roll by and you graduate to different college campuses, however, Two Point Campus begins to carve out an identity that’s all its own. Two Point Hospital was a relatively safe spiritual successor to Theme Hospital, essentially recreating the ’90s classic with modern technology and amenities. Two Point Campus maintains that same reverence for its roots, but it also embraces its fresh new setting in a way that captures more of the magic that made Theme Hospital so beloved.

You take on the role of a campus administrator, charged with building and maintaining various schools throughout Two Point County. This means you’ll be managing both the micro and macro aspects of your college empire, whether you’re designing the internal and external layout of each building, hiring staff, or researching new technologies to improve various facets of your school. All of this is in service of keeping your students happy and ensuring they’re given the tools they need to not only graduate with good grades, but also enjoy themselves and learn a few lessons about life along the way.

Meeting your students’ wants and needs is an integral part of Two Point Campus. In Two Point Hospital, your job was to make sure patients were in a good-enough mood to stick around long enough to be treated. Now, you’re not just dealing with people for a brief hospital stay, but being given three academic years to shape a student’s future, watch them grow, and hopefully, see them flourish. Basic needs like food and drink, hygiene, and establishing a comfortable temperature are all important, but there’s more nuance to their happiness as well.

Early on, you’re told you need to fulfill the three Rs: relaxation, rest, and relief. You can build dormitories to give your charges a place to sleep and recharge; a student union to provide them with entertainment and a space to relax in; libraries so they have access to learning resources and an area where they can study; and private tutoring so those struggling can get some crucial one-on-one time with a teacher. There are also items that will help foster friendships and romance, or make your campus a more appealing place to live. Students will use benches to sit and converse, building bonds that boost their happiness. Stick a few arcade games in the student lounge and they’ll play against each other, while best friends might blow the love trumpet.

It’s heartwarming stuff, and all of these interlocking systems have a noticeable impact on student performance. Better grades mean more money and prestige for the school, so everything cycles back to a grading system you have a tangible effect on. Balancing the positives and negatives of each item and activity is key. Throwing parties is an easy way to quickly boost happiness, for instance, but you don’t want to overdo it and hamper your student’s studying. Filling the corridors of your campus with vending machines is a simple way to satiate your students’ thirst and hunger, but these options aren’t the healthiest and will send their hygiene tumbling. You can rectify this with food kiosks, yet these require a member of staff to manage, so you need enough of a cash flow coming in to pay their wages.

Lots of colorful graphs, floor charts, and visualizers make it relatively easy to keep on top of things and figure out why students might be unhappy in a particular area or struggling to improve their grades. It never feels overwhelming, either, since Two Point Campus does an excellent job of easing you into its various mechanics with a gradual progression system. You begin your career at Freshleigh Meadows, a modest school with a scientific focus. Here, you’re introduced to the basics and learn how to use the game’s intuitive tools to build rooms and place furnishings, all while getting an idea of the type of digs each college needs–such as staff rooms, lecture rooms, toilets, and so on.

Two Point Campus maintains reverence for its roots, but it also embraces its fresh new setting in a way that captures more of the magic that made Theme Hospital so beloved

Numerous objectives keep you focused on completing specific tasks–whether you’re asked to achieve a certain number of A grades or exceed 70% student happiness–and each one that’s ticked off edges your campus closer to becoming a coveted three-star college. This, in turn, unlocks more schools for you to manage, with every subsequent campus growing in both size and complexity. Each one introduces new concepts, giving you an environment to grasp how particular mechanics work before you step foot in the latter schools and enter full plate spinning territory.

There are a few too many instances in the early hours of the game where you have nothing to do except sit around and wait for progress bars to finish, and the fast-forward function never feels quite fast enough to alleviate the delay. Thankfully, this is the only drawback to Two Point Campus’ steady onboarding approach. Before long, you’ll be researching ways to improve all of your educational materials and training your staff so that their teaching is more effective or your janitors are able to more efficiently fix broken air conditioning units and toilets. You’ll be buying up additional real estate to construct new buildings and fill them with more classrooms and extracurricular activities, or introducing student clubs that provide members with unique abilities. The book club nerds will receive a bonus to their learning speed, for example, while those in the napping club can get some extra shut-eye in the corridors to regain energy.

When it comes to classes, Two Point Campus adopts the eccentric style of its predecessor’s illnesses–if not in concept, then at least in visual design. Giant steaming cauldrons sit in the middle of classrooms cooking enormous burgers and cakes; students use 3D printers to construct towering robots; while the field outside plays host to a sport that revolves around throwing cheese past a goalkeeper wielding a grater. Each campus specializes in a specific class, from scientography and gastronomy to spy school and wizardry, but you can introduce other courses to any campus, perhaps mixing knight and clown school together to bring all of the costumed students together in one place. Some of the other courses provide benefits, too, like music students being able to put on gigs in the student union, cutting down on the cost it usually takes to hire a performer.

Or you can simply hone your attention on each specialty, using course points to upgrade classes, thus bringing in more students and increasing the chances of them earning top grades. Doing so requires more classrooms and space to study, but the summer break in between academic years gives you welcome space to build and make tweaks before students return. This also presents decisions for you to ponder in regards to how your campus is constructed. Bigger rooms allow for more furnishings, increasing that room’s prestige and making staff and students happier when using it. But you’re always working with a finite amount of space. You can build smaller, less effective rooms, but cover a wider range of modules, adding some important decision-making to the moment-to-moment gameplay of expanding your school. Crucially, Two Point Campus also adds the option to construct your own buildings, giving you more options and lending a personal touch to your campus.

Developing the exterior is crucial, too, since you can spruce up your college’s attractiveness, whether you’re placing down trees, fountains, or colorful gardens. The tools at your disposal are also robust enough that you can agonize over the spacing between vending machines and bookshelves, losing hours at a time to simply furnishing your college with all manner of trimmings. There are aforementioned gameplay perks to decking out each room since staff and students will perform better in attractive settings, but it’s also just fun to add detail to the grand and finer parts of your college.

One area where Two Point Campus falters is in the minor grind that accompanies the start of each new school. You can save templates of any room you’ve built, which does alleviate this somewhat, but having to build the same dormitories, lecture rooms, and bathrooms over and over again becomes a bit of a chore. It doesn’t take long to do, but it does present a barrier you’ll want to rush through to reach the new content each campus introduces.

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I also ran into a couple of other issues, although it’s not entirely clear if these were glitches or underlying issues with the way the game presents information. I had a few instances where teachers would refuse to teach a class with no clear reason why, opting instead to roam the corridors endlessly looking for work. Trying to figure out how to achieve certain goals can also be difficult because of how overly vague some aspects are. At one point I was tasked with keeping my students’ average hygiene above 75%, but all of the toilets, showers, trash cans, hand sanitizer, and janitors in the world couldn’t stop that percentage from plummeting. There is a hygiene visualizer, but this just showed me which toilets and beds needed attention from a janitor. In the end, I only managed to complete the objective because most of the students left during the summer, so maybe college attendees are just a smelly bunch.

These issues aside, Two Point Campus is a marked improvement on Two Point Hospital. The college setting makes for a more personable and heartfelt game, where partying, romance, and forming friendships is just as important as attending classes and studying. A plethora of interlocking systems brings it all together and digs deep into the management side of the equation without ever feeling overwhelming. The gradual stream of new concepts makes starting up at a new school exciting, and additional building tools mean there’s more customization at your fingertips than ever before. It maintains the series’ charm and wit, too, with some biting satire to boot, and ensures that Two Point Campus graduates with flying colors.

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Indika Review – The Devil Makes Three

Indika is a hard game to define. It looks like a horror game, but it’s not scary–at least not in the conventional sense. It plays like a third-person puzzle game, but most of the puzzles don’t require much thought. What Indika definitely is, however, is a fascinating psychological examination of faith and doubt that’s supported by remarkable visuals and mature writing. Occasionally, its ambitions get a little unwieldy, but developer Odd Meter’s decision to take on these heady themes and confidently explore nearly all of them is an impressive feat.

You play as Indika, a nun tormented by a demonic voice in her head, as she travels across a nightmarish interpretation of 19th-century Russia to deliver a letter. Most of the game consists of traveling from point A to B, solving a few puzzles, and watching cutscenes, but within these tasks are moments of introspection and self-discovery. Along the way, she meets an escaped convict named Ilya who claims God speaks to him. What ensues is a nuanced exploration of faith and doubt, love and hate, and pleasure and suffering. Both characters believe in the same God; rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith. This specificity allows Odd Meter to delve into different shades of Christianity and examine how the same texts, rituals, and prayers can be bent to ascertain different meanings.

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These frequent philosophical exchanges could have easily come off as overwrought or self-indulgent, but all these musings are in service of the characters and their development over the course of the story. For example, Indika tells Ilya she joined the convent of her own volition, but because her decision was fueled by emotions and experiences that were out of her control, can she really say she became a nun through her own free will? Ilya challenges this notion, and declares that free will is how we rise above our biological dispositions. Reflective conversations like these are key to Indika’s character as she grapples with her faith and attempts to make sense of her life.

It helps that Indika is portrayed by the fantastic Isabella Inchbald, and Louis Boyer embodies Ilya with equal confidence. There’s a raw authenticity and conviction to their performances that bring both characters to life. You can hear the fear and doubt in Indika’s voice and the desperation and hope in Ilya’s. Meanwhile, Silas Carson’s portrayal of the devil is humorous, sadistic, and cordial in his demeanor as he deftly narrates the action. While the writing and acting are great, they are occasionally undermined by awkward animations. Sometimes the action will look a bit too robotic, or dialogue won’t quite sync up with a character’s mouth. These are minor issues overall, but sometimes it was just enough to take me out of a scene.

Nevertheless, Indika is one of the most visually arresting games I’ve ever played. Developer Odd Meter uses framing, color, and lighting to achieve a look and feel that is rarely seen in games. Wide-angle shots often distort Indika’s facial features and warp the background to give the experience a voyeuristic feel. The framing, meanwhile, consistently impresses as it accentuates the action and world. In one section, after being chased by a wolf the size of a truck, the beast takes a tumble and wedges itself in a water wheel. What follows is a subdued conversation between Indika, Ilya, and the devil in her head about whether or not a beast can be sinful, as the camera tracks the dead wolf being dragged underwater by the water wheel. It’s a macabre scene given the context alone, but the stylistic choices allow the tone to meet the moment more effectively than a standard shot/reverse shot conversation would.

Rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith.

These choices aren’t just for show, either. They are bold and sometimes jarring creative decisions that reflect Indika’s inner turmoil as she travels across Russia. There are sections where the world–at least from Indika’s perspective–is split in two. When this happens, an oppressive and discordant synth kicks in as hellish red light soaks the scene. Through prayer, Indika can reforge the world around her and suppress the chaos. To progress, you–and by extension, Indika–must rip apart and merge her world by alternating between Indika’s cacophonous hell and her quiet reality. Although rare, these moments give weight and meaning to Indika’s gameplay as they leverage Indika’s themes of faith and doubt.

The same can’t always be said for the game’s puzzles, though. Most are simple and mundane: Move some boxes around, manipulate a crane, and strategically align lifts and elevators. Puzzles like these make sense in the early hours, as the game familiarizes you with Indika and her menial life. But as her world expands, these bland puzzles start to feel tonally and narratively incongruous as Indika struggles with her faith, especially when some puzzles literally let you tear the world apart, while others have you shove a box around.

With these criticisms in mind, it may seem like this story would be better told as a film or book. What’s fascinating, though, is that Indika clearly understands the medium it inhabits. It brazenly leverages video game tropes to elevate its themes. You’ll earn points for acts of faith, such as performing the sign of the cross at crucial moments, lighting altars, and collecting religious texts. You can then use these points to unlock skills that increase the amount of points Indika can earn. The thing is, these points do nothing. The loading screens even tell you they are useless. They have no discernible value and are simply a shallow way to measure Indika’s faith.

Yet, I didn’t want to miss any of it. I lit every altar, collected every text, and mashed the sign-of-the-cross button (yes, there’s a button) at every opportunity. It’s almost silly to gamify this stuff, but putting Indika through the motions as she builds up an arbitrary “faith” score while she’s actively questioning her faith is brilliant. I grew up religious. I went to church every Sunday and attended Catholic school. There was a distinct period in my life when I was questioning my beliefs, yet I still held on to some of those ingrained rituals. There was a quiet guilt that I couldn’t expunge: a feeling that could only be alleviated by going through the motions. In a way, it feels like Indika is using the language of video games and my understanding of them to reinforce her feelings of faith and doubt. Indika is about the internal struggle of a nun who isn’t entirely sure what she believes anymore, but seeing her cling to tradition–through my actions–is powerful.

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Although Indika does an excellent job exploring its themes of faith and doubt, there’s one subject the game doesn’t handle with the care it requires. In one particular scene near the end of the game, it touches on some uncomfortable territory that–depending on your interpretation of the story and its themes–might feel unnecessary. Up until that point, the evil that exists in the world feels intangible and theoretical. Indika and Ilya talk of hell and demons, but it always feels distant, almost as if God is protecting Indika on her journey. That is, until the final moments of the game, which allude to a sexual assault. The reasoning behind this scene is to test Indika’s faith, but as it stands, the scene in question feels like a means to an end rather than something Odd Meter wanted to properly explore.

Given the Catholic Church’s long and pockmarked history of sexual abuse, it makes sense that it plays such a critical role in Indika, but it’s not examined with the care that is necessary. The scene and what follows are clearly intended to elicit a lot of different emotions and speculation, but when those knee-jerk reactions stem from something so traumatic, it feels unearned. It’s almost as if the game wants you to move on as quickly as it does, which stands out as unusual in a game that is otherwise very thorough in its interrogation of sensitive subject matter. To be clear, Odd Meter doesn’t botch this scene entirely. Atrocity is often the most difficult test of faith, and they had the good sense not to show the assault itself. However, once the scene ends, it feels like Indika is barrelling towards its conclusion, while I was still trying to make sense of what just happened.

I’m often frustrated when developers lean on religious iconography but fail to explore faith in a meaningful way. Some of the greatest works of art exist because of religion, either as an exploration of it, a testament to it, or a denouncement of it. Human history is inextricably tied to religious faith. Yet, outside of a few exceptions, games tend to avoid commenting on religion without obfuscating it behind fake dogmas and fantastical gods. Indika’s direct examination of Christianity allows it to better explore the gray areas of religion and faith that are often lost when the recognizable specifics are swapped with allegorical fiction. And while the execution occasionally falters, its willingness to grapple with these difficult themes, and the conclusions it draws, make Indika a fascinating journey.

Endless Ocean: Luminous Review – Hope You Really Like Fish

Between the advent of cozy games, farm sims, rhythm games, narrative adventures, and more, we’re in something of a golden age of non-violent games. If you want to take a break from shooting and punching and instead just relax with some chill vibes, you have myriad options available to you. Endless Ocean: Luminous is an aquatic take, letting you freely explore the ocean with no danger or violence to speak of whatsoever. It sometimes straddles the line between game and edutainment in ways that could be engaging, but achingly slow progression and a lack of realism leave it feeling washed up.

Scientists say only 5% of the ocean has been explored. The name Endless Ocean, and the unexplored nature of the ocean itself, suggests an incredible degree of possibility and adventure. In practice, though, there actually isn’t all that much to do in Endless Ocean: Luminous. You can take part in a Solo Dive, in which you explore a seemingly randomized map; a Shared Dive, which is just a Solo Dive with friends exploring the same map together online using Nintendo’s Switch Online service (complete with its usual shortcomings); and Story Mode, which gives you short missions consisting of objectives accompanied by a little dialogue.

With this dearth of options, its approach to progression gating further compounds the lack of variety. After the first handful of story missions, the others are locked behind scanning ocean creatures in Shared or Solo dives. To scan you just hold the L button in the direction of sea life until the meter fills, which then gives a detailed look at the creatures in your scan. But the progress gates are set so absurdly high that the novelty wears off quickly. One of the earliest gates is set at 500 scans, which felt high but reasonable. The next was at 1,000, so I had to get another 500. That rubbed me the wrong way. By the time I reached the next gate, set at 2,000–meaning I needed another 1,000 scans–the chill vibes were gone. I was just annoyed. It’s hard to overstate how frustrating it is to spend almost an hour roaming around a randomized map scanning fish, only to exit the map and find I’ve only gained another 200 pips toward my next story goal. Plus, judging by the creature log, there are just under 600 species of sea life total in the game. Why would you need to scan 2,000 times to see a mid-game story mission?

Not that there’s much story to tell. You’re a new diver accompanied by an AI companion, exploring phenomena of glowing fish, and sometimes you’re accompanied by a brash (but actually cowardly) fellow diver named Daniel. The story missions are short and largely uneventful. Sometimes they end so quickly that I was genuinely surprised. Other times, they feel like a glorified tutorial, which makes it that much stranger to gate it behind so much free-roaming playtime. At least one of them is just a cutscene with no actual diving gameplay whatsoever. Occasionally, the story mode will deliver something unexpected and fun, like a massive or fantastical species of fish, but those moments are few and far between. There is a meta-story involving an ancient relic with 99 slots, which you fill in by discovering certain artifacts scattered randomly throughout dives or by fulfilling achievement objectives, but it feels more like a busywork checklist than a real story-driver.

And because the scanning requirements are so excessive, small inconveniences feel more impactful than they should. It’s easy to pick up a fish you’ve already scanned while trying to register a new one. Every time you scan any fish, it zooms in on them for a moment, forcing you to hit B to back out of the detailed view. If you scan multiple species at once, they’re grouped in a listing together, which is meant to be a convenience feature–but new species aren’t prioritized in the list, so you need to scroll down to find any with a “???” designation to mark them as discovered. If you don’t, the unidentified fish remains unidentified. If you scan a large school of the same fish, they’ll all be listed separately. In Solo Dives, the map is slowly charted in segments as you explore, but keeping an eye on the map to make sure I was filling in the little squares meant I could fail to notice a fish swimming by, or I could miss a depth change that may reward me for diving deeper.

Your dives get you experience points to level up, which increases your dive capacity, which you can use to tag sea creatures to swim alongside you. At first, these only include the smallest of sea creatures, but as you build capacity, you can swim with larger ones that are used to solve riddles. A stone tablet might challenge you to come back with a particular type of turtle or a fish that “sails as it swims.” Even then, though, the solutions are too rigid. When I returned to the tablet with a “Sailfish,” nothing happened, presumably because it was not the specific solution the riddle had in mind.

A Shared Dive in Endless Ocean: Luminous

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In addition to story progress and dive capacity, leveling up also opens new but severely limited tiers of customization options. Those include palette swaps for your diver or individual SCUBA suit parts, different stickers to apply to your profile, and emotes. There isn’t even a different helmet or mouthpiece, just the default in different colors.

It feels as if the goal was to create a virtual, interactive aquatic museum, and the variety of sea life does support this nicely. It actually is exciting the first time you see a new species of sea turtle or an extinct megalodon shark, even if you know that it can’t hurt you. But the mechanical underpinnings get in the way of its potential as a museum too. For example, every species of fish has a blurb with some interesting marine facts, complete with a reading of it from your AI companion. This could be a cool and educational feature, but when you’re pressed to perform thousands of scans, it’s hard to bother listening to every blurb. There also isn’t an indicator for when you’ve already heard a blurb, and since you’ll see species repeated a lot, it’s nearly impossible to remember which ones you have or haven’t heard–even if you can tell dozens of roughly similar-looking fish apart, which I can’t.

In part due to its non-violent nature, Endless Ocean does not present the depths very realistically, even to my layman’s eyes. Your oxygen is unlimited, and you don’t need to worry about temperature or depth. You’ll never freeze or get decompression sickness or drown. More aggressive species will never attack you. Species of fish seem to be scattered more or less randomly around the map, which leads to oddities like finding large-scale creatures in shallow waters, or discovering deep-sea dwellers in middle-depths instead of the deepest, almost pitch-black parts of the ocean where they actually reside. And while this is likely a limitation of the Switch hardware, the fish, coral, and ocean floor themselves aren’t rendered photorealistically enough to instill a sense of awe and majesty.

It seems Endless Ocean wants you to spend most of your time diving with friends to pass the time. The Shared Dives option is the first one on the menu, after all, and it is easier to fulfill the simple procedural objectives when you’re paired with other divers. But like most Switch games, you join friendly games using a digital code, and there isn’t built-in voice chat, so you can’t really treat it like an underwater virtual lobby. Even if you could, though, scanning fish with your friends would not sustain the group fun for anyone but the most devoted of sea-life enthusiasts.

Endless Ocean: Luminous could have been a realistic SCUBA sim with all the treacherous hazards that real underwater divers need to consider, a relaxing chill-vibes game that’s mostly about finding fish with your friends, or a story-driven game centered around discovering awesome and even extinct underwater beasts. It has pieces of all of those, but it doesn’t commit to any of them. Instead, it takes the enormity and glory of earth’s largest and most mysterious region and turns exploring it into a dull, repetitive chore.