Dozens of attempts were made by many Kerbal players before one reached the moon. Heaven knows how many tries it will take to reach another solar system. In development at Planetary Annihilation studio Star Theory following the departure of series creator Squad, Kerbal Space Program 2 raises the stakes like only a NASA-endorsed space sim can. You can now build colonies on other planets, allowing you to shift your launch facilities away from the debris-strewn grasslands of the Kerbal homeworld. You can also build orbital stations, bolting together zero-G dockyards for ships too vast to build on the ground – vessels with the fuel capacity required to travel to another star. Everything looks rather spectacular even in pre-alpha, with more elaborate geometry, textures and lighting than in the 2011 game, and everything is, once again, very fragile. Place a coupling awry and that hand-crafted spacecraft is just an SFX set-piece waiting to happen.
As ever, the goblin-like Kerbals themselves take such mishaps in their stride, grinning idiotically while their rockets teeter over midlaunch. Newcomers to the Kerbal series may find the possibilities more intimidating, but creative director Nate Simpson promises us that, for all its fresh complexities, this will be a more accessible simulation. “We think some of the original game’s hardcore image is undeserved, because the core concepts aren’t actually as impenetrable as they might seem,” he says. “What we’ve learned from iteration around the control process is that a lot of these core concepts can actually be taught very intuitively through animation. When these things are presented visually, they’re a lot easier to digest.”
This story is from the November 2019 edition of Edge.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the November 2019 edition of Edge.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.
Already a subscriber? Sign In
Children Of The Sun
René Rother’s acrid revenge thriller – an action game with its limbs broken and forcibly rearranged into the shape of a spatial puzzler – is at once a bonafide original and an unlikely throwback. Cast your eyes right and you wouldn’t blink if we told you this was a forgotten Grasshopper Manufacture game from the early PS3 era (we won’t be at all surprised if this finds a spot on Suda51’s end-of-year list).
Rise Of The Ronin
Falling in battle simply switches control to the next person up, and then quick revive fixes everything
THE MAKING 0F.... AMERICAN ARCADIA
How a contrast of perspectives added extra layers to a side-scrolling platform game
VOID SOLS
This abstract indie Soulslike has some bright ideas
Here be Dragons
What does Poland's key game dev conference have in store?
Absolute state of the union
What this year's GDC says about the present and future of video game development
DAMBUSTER STUDIOS
How the former Free Radical found the fun amid corporate crises
SILENCE IS GORDON
Why does the mute protagonist still loom large over the landscape of firstperson-viewed games?
FOREVER SKIES
Though its knightly get-ups remind us of the Arthurian tone of Dark Souls, and its gothic environments carry the miasma of Bloodborne’s Yharnam, it doesn’t take long for Hexworks’ Soulslike to spill beyond the mould in which it’s been set.
Final inning
The life and death of Blaseball, one of gaming's strangest experiments