Each component found inside snaps satisfyingly to other parts and is clearly described, providing key (but never intimidating amounts) of information. Something I definitely, definitely didn’t forget to do.īack in the VAB things are just as clearly laid out, with tabs full of fuel tanks, command modules, and the all-important emergency parachutes. It’s probably wise to have your engine ignite before decoupling half of your ship, for example. For instance, a series of actions, formed into a playlist of sorts in the bottom right of the screen, act as the stages of your launch, each numbered to indicate the order in which they will be performed upon a press of the spacebar. At first, the number-riddled UI can be quite overwhelming to look at, but it quickly decodes itself. It’s a credit to developer Intercept Games that even I, very much a newcomer, was able to swiftly and accurately diagnose the problem each time my efforts crashed and burned. Next up on my production line were The Banana Man Mark 1, 2, and 3 - a series of yellow space bullets that each failed for various different reasons. It's a credit to developer Intercept Games that even I, very much a newcomer, was able to swiftly and accurately diagnose the problem. And so back to the Vehicle Assembly Building (VAB) I went - a welcomingly intuitive space to design your very own rockets, landers, and buggies, and where I found a lot of my enjoyment with KSP2 coming from. Style over substance clearly isn’t the way to go when it comes to space travel it would appear. It didn’t look anything like it and it functioned even less impressively, barely packing the thrust of a late-era Elvis Presley. My first attempt to crack the atmosphere consisted of me desperately trying to relive my youth in the form of a truly shoddy reimagining of Thunderbird 3. Turns out, that doesn’t really come in much help. Up until this point in my life, most of my understanding of astrophysics came from repeated rewatches of movies like Apollo 13 and The Right Stuff. Something that I just about managed, but not before a few mishaps along the way. Whilst Kerbal veterans around me with thousands of hours logged harboured dreams of ambitious Martian programs, I was more than happy just to launch one of my rockets and get everyone on board back to Earth (AKA Kerbin in this universe) safely. The generous and well-structured tutorials are presented in a light-hearted and digestible manner, and I swiftly found myself swept up in the vast possibilities that Kerbal Space Program presents. In some ways, the experience reminded me of my early hours with Media Molecule’s Dreams - being let loose in a sandbox of possibility where experimentation and well-intentioned – but fundamentally flawed – ideas are encouraged. And so begins a brain-straining challenge solved through educated trial and error. Of course, reaching far, far away planets is no simple task, and nor should it be. By building rockets and plotting missions of increased ambition, you’ll venture further and further into the Kerbol solar system, all in the name of exploration. To those, like me, who are new to the Kerbal Space Program series, it's fundamentally all about taking a fledgling space agency made up of green-shaded, Minion-like Kerbals to the stars and back. Despite it certainly being a complicated beast to grapple with at times (this is rocket science after all), I managed to find joy in small victories and plenty of fun in my many, many failures. However, I’m happy to report that I had a highly enjoyable time with KSP2, finding myself pleasantly surprised by its welcome approachability. Always fascinated by it, yet daunted at the prospect of giving it a go, I was fairly hesitant ahead of jumping in. Before my two hours hands-on with the sequel to the beloved whimsy-infused astrophysics that is Kerbal Space Program, I hadn’t played a minute of the engineering/management/space sim series. Kerbal Space Program 2 made me feel as dense as its layered gameplay systems in the best way possible.
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