30 Jul 2013

Yet Another Game Review...

Sorry guys & gals.

I'm making a real effort not to spend my entire life bound up with the frustrations of injustice and petty run downs. So I still find the time to play games.

Most of the time, I'm even frustrated in that simple pursuit, but recently, I chanced some time with "Kerbal Space Program". And this one is something of a gem. Well a gem for anyone who ever dreamt of launching a rocket anyway.

It's a game in development, currently only with a sandbox style approach, and actually? That's moar than enough to have managed to give me some of the biggest laughs from a computer game for a long long time. It's self challenging. You don't need a plot. It's more ... well ... what can I do with this next?

The first challenge is simply building your own rocket and getting something, or some hapless Kerbal in to space. The Kerbal's and running humour in item descriptions work well. Your budding astronauts don't have a huge splay of skills and experience. They have bravery and stupidity. I'm not sure which serves them best as I accidentally curse them to a fiery death or life in a perpetual orbit I can't rescue them from, but the stupid grin or freaked out "ARGH!" on their faces has finally persuaded me to stop laughing snot bubbles out of my nose and send more unmanned test launches instead.

The first challenge is simply to build your own rocket and launch something or someone in to space. It's ... well ... it should be easy. Actually it's a nice little first lesson in rocket design, staging and structure. When you eventually manage it, it's either a lesson in ... ohhhh that's that the parachute's are for! Or ... Yeah ... it's relatively easy to launch something in to a meaningless orbit round the sun.

And that's where it starts to really shine beyond the absurd hilarity of the initial rocket designs going wrong in all kinds of unimaginable ways. No really. Watching your own "That's my best idea yet!" design destroy itself in new and original ways just doesn't seem to get old. The physics engine in this bit of code is just fantastic. So yes, sometimes things don't place where you want them, and sometimes it's best to just save it, reload it and .. ta-da! It works more like it did before! But overall, glitches aside (it's still in development), physics are the cruel jester as you try to wrestle with gravity again and again.

Anyway. Having escaped the upper atmosphere, putting something in to stable orbit around your own planet becomes the next challenge. This is where you begin to learn about apoapsis and periapsis happens. In other words .. yeah .. actually? How do you chuck something in to orbit and adjust the orbit?

Then it only expands beautifully. Kerbal's own moon "mun" is a nice target, as is the insanely difficult challenge of building your own orbiting space station. The challenges of sending your homebrew payload across gravity wells of other planets and moons begin to beckon.

It's just a fantastic bit of coding. Raw around the edges. Yes you can find fault with part placement. Yes sometimes that previously good design needs a retouch on the launch pad, but somehow even those glitches add to the Kerbal derp humour level as you try to figure out work arounds.

For anyone who ever dreamed of being an astronaut or launching a rocket. This is one fantastic, time absorbing, oh so simple, oh so fun and yet oh so incredibly complicated bit of fun.

Tips

Take it small steps. Each challenge you set yourself and learn from helps a lot when you reach for the next milestone. Figure out the basics of staging and launching, then simple orbit, then adjusting orbit. Add in how to get your derpy Kerbal home again, and before long you've spent hours laughing like a loon and got a pretty good grip on what you can cope with.

The orbital view will blow your mind to begin with. What the hell are all these little symbols when I add an adjustment waypoint?!?! Start simple. The basic tutorials are minimal but put you in the right direction. When you do understand the challenges of orbital flight, the little symbols all suddenly begin to make sense. When that happens you suddenly find the orbital view is incredibly clever for conveying what you want to do next.

Back on the orbital view. If you've messed up a target flight path and can't get a delete X on it, just grab the inner circle and drag it to one side. When it turns red, let go and it's gone. Now try again derp head! What is this? Rocket science?

And...

What can I say? It's just a fantastic bit of coding. Physics become the challenge. What you want to achieve next becomes the aim. Even with it's basic graphics, the satisfaction of your first stable Kerbal orbit is fantastic. Watch the sun rise in true NASA style, launched from your own designed rocket. Then stretch it to managing a near miss with the Mun, then your first stable orbit of a nearby body, and eventually, your first non Kerbal landing. Then ... you begin to wonder ... which planet is easiest to get to next? Can I get a Kerbal to land and plant a flag on the Mun and then get them home again?

The game expands itself. It's beautifully done. Right down to your own space debris kicking you in the ass from time to time.

Don't pirate this one. If you do? Then it taught you that these guys deserve the payout. Now go buy it and enjoy the updates.

I've not enjoyed a game this much since discovering Grand Theft Auto III back in 2002. So this is my once in a decade "Oh hell yes that's goood!" game!

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