is the third entry in the series, which comes from some of the original creators of the cult classic management game. The past two games in the franchise, and, have both received very positive critical reception, and manages to contain much of those strong core foundations while also carving out a unique path. Though it can occasionally feel repetitive, and the version I played had a few small bugs, the game as a whole is an entry that does the series proud.
As the name suggests, instead of dealing with patients or students, players are now tasked with running their own series of museums, each with their own special theming. While and both dealt a lot with interpersonal care, is now more business-driven, with a shift towards acquiring and learning about new exhibits while making them as full of infotainment as possible for attendees. The game keeps the same silly tone as previous games, as well as streamlined mechanics for things like building, but the change in focus makes things engaging in a whole new way.
Management mechanics in are arguably more intricate than they have been in any previous title. The combination of how players can manage their employees, their museum, and the overall attendee experience combines has an incredibly satisfying amount of depth to it. From controlling what specific museum tasks workers can do, to setting specific prices for different gift shop items, to making optimal floor plans and tours, there are so many ways to engage with each museum.
There are four different types of employees in: experts, assistants, janitors, and security, all of which serve their own specific purposes. Like previous entries, every employee can have different traits — both good and bad — like photographic memory, a great trait for expeditions, or being known for absolutely wrecking the bathroom, which increases necessary maintenance. Training employees in new skills is perhaps more important than ever before, both because some like survival training are
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