Parents' Guide to Two Point Campus

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Common Sense Media Review

Angelica Guarino By Angelica Guarino , based on child development research. How do we rate?

age 13+

Silly education sim is serious fun; has suggestive content.

Parents Need to Know

Why Age 13+?

Any Positive Content?

Parent and Kid Reviews

age 8+

Based on 3 parent reviews

age 9+

Based on 1 kid review

What's It About?

TWO POINT CAMPUS places players in the role of a campus administrator, providing clear goals for success. More and better course offerings mean more students, who can be difficult to keep happy if the player does not prepare for them. Campus admin must consider student needs both in the classroom and outside of it and be ready for students to need room and board, space to socialize, and medical care in addition to a great library and classrooms. Players can use the ability to "star" students they want to keep an eye on, whether because they're interested in what successful students are doing or because they're worried about a student's future. This helps players see their campus from the eyes of their students. As the player progresses further in achieving each campus' three stars, which are awarded for reaching goals like raising average campus "attractiveness" or raising the average student's grades, they can choose whether to keep going on the same campus or move on to a more complicated one.

Is It Any Good?

Our review:
Parents say ( 3 ):
Kids say ( 1 ):

A very strong follow-up to 2020's Two Point Hospital, this sim has everything management simulator geeks could want. Each mechanic of Two Point Campus builds on the last to make the challenge of budgeting and planning your campus incrementally more difficult. Instead of falling into the trap of introducing too much too quickly, as some management sims do, Two Point Campus uses each of the twelve campuses to make the campaign feel remarkably well-paced. Also notable is the creativity put into making each campus a different experience. New problems like already-existing buildings, smaller budgets, and temperature control add something fresh to every campus, keeping players engaged by making them unlock each of them one at a time. Everything from the silly names for courses (i.e. Scientography, Virtual Normality) to every student having their own personal goals and personalities show impressive attention to detail that makes the game feel unlike any other management simulator out there.

Though there isn't much of a traditional story in Two Point Campus, it does subtly ask players to think about their understanding of higher education as a business. Considering questions like "Which staff members get a raise this year?" and "When can we afford to renovate the library?" does force players to think about how these decisions may operate in the real higher education system. While the game's only goal seems to be having fun, it's likely that placing the player in a role they may never have imagined they would be in could help them understand the organized chaos that it takes to keep a large university running. There's no specific stance the game takes about what players should do aside from keeping students and staff happy, but there's educational value in placing the player in a position of power, no matter how cartoonish or wacky.

Talk to Your Kids About ...

  • Families can talk about the balance between student happiness and profits. What does the game tell us about balancing between them?

  • What's the difference between a student's "relationship need" and "friendship need?" In real life, do you think all students would have both of these needs, or could you see some students only having a friendship need?

Game Details

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