by jerf | 2025-08-15 18:17:28+00:00
If Theme Hospital sounds interesting to you, the more-modern Two Point Hospital is not only essentially a remake (but for legal reasons, totally not a remake please stop asking), but perhaps one of the best remakes of a game I know of in terms of updating it while keeping the core feel of the game completely intact. If I had not been aware that it was a separate game I would have had some real spooky moments as I tried to figure out how I could so clearly remember playing a 2018 game as an undergrad in college in the late 90s. (Time tends to upgrade graphics in retrospect.) Quite a few returning designers: https://en.wikipedia.org/wiki/Two_Point_Hospital#Development

The whacky hospital hijinks may draw you in, but at its core it is a person-flow simulator; how do you get your patients through increasingly complicated layout scenarios? Which is way more fun than it sounds. Not sure the fun lasts long enough for anyone to exceed the base scenario, though, not sure the DLC is of much value honestly.

(Be sure to poke at the quality-of-life improvements that are a bit buried, such as the ability to template rooms, and copy already-existing rooms, without having to completely recreate them each time. It's worth the time to fiddle with. Also don't miss that you can create non-square rooms.)

Dungeon Keeper has had several attempts at spiritual revival. None of the ones I've tried hit it but I have not tried them all. The original has the Quality without a Name that nothing else, even its sequel in my opinion, has quite managed to capture. Whether or not a modern player coming at it for the first time would agree, I don't know. Mechanically and intellectually, I agree with Peter's own assessment of the game as given in the article, but at the time the QwaN overcame the quite non-trivial mechanical issues somehow. One of the very few games my wife has clocked much time with. I think a lot of the attempts to recapture it end up having the mechanical flaws with the design but without the QwaN they can't overcome the issues.

One of the biggest issues is that digging is too easy in DK, but it has to be to work at any reasonable speed. So it becomes too easy and too permanent to become directly exposed to your enemy, resulting in a situation where the first skirmish with the enemy essentially determines all. This skirmish involved neither strategy nor tactics, either, as the combat engine is not amenable to much beyond "what monsters are allocated to this fight", and often the only practical answer is "all of them, as fast as I can gather them". The first game "solved" this by allowing you to fortify walls, but then the fortifications were completely impenetrable to computer players, which caused its own problems, turning "turtling" into the plainly optimal strategy whenever it is possible. (Humans had a spell that could de-fortify walls so it didn't work in P2P. As with many games, P2P sort of by default fixes a lot of balance issues by simply ensuring that the humans are on the same level by default, even if the underlying game is itself dubious.) The second game tried to fix it by making the fortified walls not be impenetrable, but merely "slowing down" the enemy somewhat effectively has no result. The game mechanics are very effective at building dungeons, and the "survive waves of adventurers" levels work OK, but the mechanics are not very good at combat between two dungeon masters and it's not clear to me that it is fixable without an overhaul so major it's not the same thing anymore.