1 person found this review helpful
Not Recommended
0.0 hrs last two weeks / 48.6 hrs on record (1.5 hrs at review time)
Posted: 2 Jan, 2024 @ 1:26am
Updated: 15 May, 2024 @ 4:10pm

Early Access Review
EDIT: Take-Two has made a wave of layoffs, allegedly. Be warned, this game may possibly be abandoned now. It's hard to say for sure, though.

with the current state of the game, I wouldn't recommend it. KSP1 is a superior product and costs less (not even accounting for the fact it cost far less than KSP2 when it was in early access). KSP2 is being sold at $50 as if it's already a finished product. think back to when KSP1 had its older career mode (now known as "science mode"). this is the current state of KSP2. there are no finances, reputation, upgrading buildings, experimental parts in contracts, nothing like that. the only thing there is, is science.

the UI is rough, the performance is bad, some QOL polish is missing, many features from KSP1 are missing. that's not to say all changes are bad, they do have some good ideas here and there.

some examples:
- there's dynamic music which is implemented well and sounds great!
- pausing the game was added and would be an even better feature if it let you make/adjust maneuver nodes at the same time... cuz otherwise the pause feature is pointless
- you can't fine tune maneuver nodes (lame), but you can fine-tune your throttle by clicking and dragging (good change!)
- the for science update gives you more direction in your space program, great change!
- the tutorials seem to be better than the first game, but tutorials for important things like rendezvousing are missing
- lots of text has errors in it, or the wrong lines are used (ex: when time-warping to a specific spot, it says it stopped because of proximity to the celestial body; no, it stopped because it got to the spot!)
- the personality of kerbalkind seems a little flanderized; the game is very eager to make jokes about snacks and explosions. kind of a nitpick, but the first game was a little less in your face about it
- don't expect to see wernher von kerman or gene kerman. a bit lame, and a bit of a nitpick, I know
- no procedural generated contracts at mission control, only pre-made ones, but the pre-made ones are better IMO. still would've been nice to have both. the foundation for it is there
- tech tree goes way deeper than in ksp1, despite missing lots of parts. when they add new parts and port the missing ksp1 parts over, this will get even better
- my ships/kerbals sometimes inexplicably survive crashes? funny as hell, but shouldn't be a thing
- many, many, MANY important things are not shown through the UI. parachute safe to deploy? overheating? nope, not shown. also, can't see apoapsis/periapsis without hovering, which is annoying
- can't bring up individual windows for each part, meaning you can't monitor individual parts. you have to use a huge clunky "part manager"
- same goes for kerbals, they have a "kerbal manager"; but this is a positive change. no need to tediously click the "transfer crew" button, just drag and drop!
- you can't see contracts while in the VAB, which makes it difficult to tailor a ship you're building to the contracts you're tracking... which kinda makes tracking contracts pointless (contracts in KSP2 are automatically accepted, unlike in KSP1, so tracking is only to see it on the UI in-flight)
- on the flip side, contracts aren't really of the "be at this altitude with this impossible speed and test the part within the 5 second window you have". the missions the devs put in are logical and make sense.

I think there is a good chance it may become the sequel it should be in the future, and surpass KSP1, it just needs more time, and maybe a price drop to make up for the early access state

devs, if you're reading this, I hope this criticism will help you make a better game. we all want to see KSP2 succeed, thank you
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