Disclaimer: While I have not yet purchased KSP2, I have been following the development and launch though the dev’s own promotional material and player reviews. The following are just some personal views and observations.
Being a long-term player of KSP, I was excited at the announcement of a sequel. But I was also apprehensive as to the direction the game would be taken. I had been playing flight sims on and off since 2004, so when I came across KSP it was the perfect union between a simulation game and physics sandbox I didn’t know I needed.
KSP2 has the potential to take that unique formula and expand it, unshackled by it’s predecessors roots as a simple unity project. It is my understanding that KSP2 was written from scratch, and does not borrow source code from KSP1 (please correct me if I’m wrong). This should have left the doors wide open for a radical re-imagining of what KSP (and space sims as a whole) could be. Instead, the developers chose to make Kerbal Space Program, again. Albeit, with some very welcome quality of life improvements and graphical upgrades. Because of this approach, I’ve seen bugs and physics problems have either been solved or alleviated in the original for years, re-appear in the sequel. For example, wobbly rockets, which is an inherent problem of a vehicle made from dozens of interconnected parts, was worked around in KSP1 using struts and later auto-struts. KSP2 presented the developers with an opportunity to redo the vehicle assembly and parts physics from the ground up. But instead, in an attempt to stick with the familiar ‘pick and place’ building method, they have given themselves the same obstacles they already overcame years ago.
The tutorials, while not a big deal for plyers like myself, are an important part of making an otherwise technical game accessible. But if the developers felt that the accessibility of the first game is lacking, I see no reason why that tutorial system could not have been added in an update.
The feature set to come to KSP2 during its early access development are exciting, but it’s hard to ignore the fact that most, if not all of these features are already available though KSP1’s modding scene. And while I’m sure that these feature can be well implemented by the devs, to me, it still doesn’t justify the sequel on its own.
I would have liked to see an overhaul of the vehicle assembly system, including: Fully procedural parts like fuel tanks, engines and even habitation and command modules. N-body physics instead of sphere of influence orbital mechanics (even if it is just for the currently active craft). And maybe even control of kerbals inside spacecraft and habitation modules. But It's looking like we're not going to get the next generation space sim we've been hoping for.
Thanks if to made to the end of my ramble, I needed to get this off my chest. Fly safe!