Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There's a bit more creativity in being able to change the shape of buildings, but that also removes another layer of challenge since any blockages are your own fault, easily fixed, and not the result of you trying to navigate a fixed building shape.
Overall it's a different theme (obviously) but where two point hospital is about navigating the challenges thrown at you in a non-stop flood of patients with predesigned buildings, campus is a laid back experience of plotting out a fishbowl to watch and just waiting for the requirements to be completed over time.
You can also now plan gardens and outdoor activities etc. with the exterior decoration function, therefore, you can build your entire campus exactly the way you want it, from the ground up.
I'm also a big fan of being able to change the internal decor of the public hallway/area within the base buildings. All of this choice was something I really longed for in Two Point Hospital, and if they ever do a second TPH with these extended building capabilities, I'm there with bells on. :}
The obvious difference is the far more singular focus of each campaign level. It's clear to see why they renamed it from Two Point University to Two Point Campus. You're not expected to run all the courses you have unlocked over time, just focus on the one or two needed for the current level.
This has meant they have put a lot of attention to detail in making the dedicated classrooms fun and interesting, but you never see a whole gamut of different student types intermingling on campus.
The ways you educate and entertain the students is broadly similar from level to level but they do try to give each one a unique feature or two. The original hype for the game was that you'd be invested in the lives of your students and be trying to make their stay a happy one. In practice this doesn't amount to more than plonking down a new item when they request something you don't have, and managing the availability of existing facilities so they don't get overcrowded. Which, to be fair, is about as invested in the happiness of their students a campus administrator is likely to get in real life.
On the plus side, the relatively casual gameplay does mean you're not having to monitor and eject students to keep your stats up, the way you had to eject untreatable or dying patients in TPH to avoid black marks on your hospital record.
I think it will get repetitive if you try to play the game exclusively start to finish. I've dipped into it from time to time and enjoyed each visit, then stepped away to recharge my enthusiasm.
And that is why I'm not loving it as much as hospital or it's sire. I'm someone who grew up pushing sims like this to the max and having issues pop up that need to be solved. And the game doesn't have that "pop" that allows you to do that. Raising tuition to "minimize" the number of students while allowing me to put in all the classes is my current endeavor but it looks like it will fail as the numbers just don't add up...
this.
I like the idea that you have to meet requirements before a semester starts. Don't feel it's more casual since you have pressure to do that (plus F students, etc). I don't know about emergencies. I just started.
There's no pressure at all, you can take your time. It's virtually impossible to fail unless you can't read. Failing students is virtually meaningless, it's even hard to intentionally fail. You can make everyone completely miserable, meet none of their needs and you still have a chance to recover easily.
The hardest achievement in the game requires you get 50 students to drop out, just in the process of forcing that I removed all rooms, filled the campus with just one large empty building and put heaters everywhere so everyone was hot, miserable, hungry, can't go to class and can't do anything but suffer.
It still took years to get 50 people to drop out and before there was even a warning to stop having students fail or you might get closed down.
How to solve? Simple, kick out all of the students, fire all of the teachers, sell all the buildings, build a new building: new semester, new students, everyone happy again and win.
This is a game where you can screw everything up and still recover with almost no effort at all.
Oh yeah, also forgot, I don't see it as an improvement, but they ditched the heating system, making easier to maintain characters comfortable.
What?
There's both heating and cooling just like TPH. It's just the early campus that don't require it, just like the early hospitals didn't require it either