NobleGamer Two Point Campus Review

Sep 16, 2025
I recommend this to people who liked Two Point Hospital (TPH) but don't expect the same type of struggle/challenge of trying to keep a variety of patients alive. The challenges of Two Point Campus (TPC) are less direct than that, and sometimes are more subtle because the goals are more varied (than TPH's "cure the patients), though a lot of them are focused on the student. So I want to address some criticisms that so far I don't totally agree with, having played the first school: Claim: Controls are worse than TPH. Counterpoints: Camera rotation might feel a little different, but item placement and room building seems the same. The only time moving or copied room placement results in excess invalid in-room items is if the door is in an invalid location. Fix the door position, and it resolves the invalid items that came with the room. Items on the outside of a moved room will stay in place and cause warnings for those items after the walls move. Claim: The kudos/kudosh (K) system for buying additional objects types is new and its dumb. Counterpoints: I remember it being in TPH to unlock some things - As some goals or levels are met, this currency is earned. In TPC, there's something that guides how you might want to spend this, it's called Personal Goals. Sometimes a student will ask for something to be placed on campus, and if it's something not already unlocked or you havent spent K on it, then you have the option to either unlock & place it, wait (until the request expires), or reject it. Number of personal goals completed gives more rewards, and it seems to be one of a ton of factors to student happiness. Good or bad, it provides incentive to try out a variety of items. If you spend a bunch of K on stuff not being asked for, that's fine, just don't expect to fulfill every personal goal everything it is asked for, but you are given weeks to one year before requests expire, and the goals likely rotate after rejection or expiration. Claim: You have to sit back and wait for goals to be completed. Counterpoints: Many goals do require some cumulative-over-time stat to grow or build something and wait for it to boost such a stat, and some goals are more about build/hire and its achieved. This is seems like a broader complaint about the core gameplay loop of many sim management games, and is why there are many such games that I don't play, so I dont know what else people expect - I dont recommend the franchise for people who often feel this way about mgmt sims. However, TPC (and TPH) for me are unique enough in their core concepts for me to stay engaged in the content and building process while I wait enough for me to reach the late game scenarios/locations. We'll see if I make it to the last location with all stars, or if the gameplay loop burns me out before that like TPH did, though I still found that "worth it" for the time I enjoyed.
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