My trip to the Mun is going to have to wait. Kerbal Space Program 2 has finally been released into Early Access, and my experiences with it thus far are pretty poor, to say the least. Despite this – and I want to get this out of the way off the hop – I’m optimistic it’s going in the right direction.
Kerbal Space Program is a game that either needed an overhaul or at least a clean-up. While Steam has me clocked at over 250 hours in the first KSP, a lot of it was done before the campaign was added. Once that hit, the whole game lost its magic for me. I wasn’t content grinding for science points just to regain parts that I’d grown accustomed to. The budgetary responsibilities were just a needless barrier. However, I wanted a managerial meta-game. I wanted a game that was fun, not a game in which I needed to make my own fun.
Once I got down the various techniques needed to explore the Kerbolar system, I began wondering what it was all for, and a campaign should have been an answer to that, but what ended up coming out was just added frustrations.
It’s also a game that’s incredibly intermediate unfriendly. While part of the fun is experimenting your way into space, once you get there, trying to figure out how to create a proper orbit, reach a celestial object, or – Jeb help us – dock with another object are monumental hurdles. Typically, you’d turn to a guide or tutorial video, but why weren’t these things in the game to begin with? The included tutorials were gluey and disheartening
That’s one of the things that Kerbal Space Program 2 is looking to address. Tutorials help you attain the skills to explore the horrifying vacuum of space, who quality of life tweaks, like the existence of a delta-V calculator, means that what
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