Bandit LOAF
Long Live the Confederation!
What did you expect, anyway? At least the decision to defect or not is done on the cockpit, what is arguably more dramatic.
... I don't *expect* anything. The topic of discussion is what kinds of elements Wing Commander IV introduced to the in-flight gameplay -- since this element appeared in an earlier game, Wing Commander IV did not introduce it. This topic of discussion has absolutely nothing to do with what I expect or how I feel about Wing Commander IV.
But what is gameplay but the illussion that things are there? If you are tricked into thinking the mission is complex, it's mission accomplished.
... except it didn't fool anyone, and it didn't add any gameplay.
Sure, and if WC3 was excelent and it was the same of WC4, how can WC4 be sucky?
I wouldn't say that it was. Someone who wanted to see a big improvement in gameplay (or even someone who enjoyed the 'feeling' of WC3) could use the evidence I've provided to do so. I'm not that person. (... and this is the *point* of the thread.)
Than allow me to explain. "War" games had basically two endings, one good and one bad. WCIV had two good endings, plus two bad ones. That's twice as much right in there. (OK, WC3 had 3 good endings).
No, it didn't -- people are stupid about this and I have absolutely no idea why. The 'you lose' endings in Wing Commander IV aren't remotely speccial. Prophecy has something like seven different videos it can play, depending on where in the game you die... none of them are 'endings'. Wing Commander II has several -- you can get reassigned to Caeranven, you can have the 'carrier lost' flick, you can be captured by a Bloodfang... etc.
(Incidentally, Wing Commander III has the most amazing, complex "losing" sequence ever -- complete with FMV choices and two missions worth of hard combat that you can't recover from. Wing Commander IV playing a 'you're a farmer!' or a 'you're a traitor!' sequence depending on which disc you lose on doesn't come close to this.)
The brancing was simpler, but rich. There were a lot of ways you could play either Circe or Sparadon, they were not really linear. And some missions had some random elements, like the Patrol on Circe.
Check your count again -- even with the variant missions, Wing Commander IV has less missions than the 'war' games.
(Wing Commander III also introduced random elements -- in the 'save Flint' mission.)
I don't think a hand moving a joystick would make a lot of difference on the franchise. As much as it looked cool on 1990, and was a featured that lots of fans liked, it probbaly lost a lot of its appeal with time. People probably truned the cockpits off anyway. Seriously, if Freespace had cockpits and moving hands would it have done any better? That's not something reviewers seem to dig. Or maybe that's the lost secret of the space combat sims.
The scrambling scene were great. WCIV do capture the excitement when the Intrepid faces the Vesivous.
You wouldn't think that... but here we are.
(And yes, Freespace would have been far, far better with the slighest bit of character.)