I think a lot of WC's success as a combat sim had to due with the nature of the enemy you were fighting. Unlike the ubiquitousness of the bugs in WCP, the Kilrathi were a race that you gradually learned more and more about with each successive WC game. They had a purpose, they had honor, and they were equally determined to win. And as the series progressed throughout the games and especially in the novels, you sometimes even felt a begrudging respect for the Kilrathi. Something I think that WCP either lacked or overemphasized too much on was objective of the enemy. They were there to consume you, just like the Kilrathi....and then move on. It felt kind of cliched. And since Prophecy was supposed to set the beginning in a new chaptor of the WC universe...it didn't have that right feeling. It felt (at least to me and a few of my friends) as if you already knew "too much" about the bugs. The Midway was supposed to be the lone potent force able to halt an invasion, you were supposed to feel a strong urgency attached to your actions throughout the game. I didn't quite feel that way, unfortunately.
I remember the way WC3 was crafted...the tense atmosphere....the end of the war was closing, and it made you feel as if the war could end in either defeat or victory. To me, Prophecy lacked some of the right ingredients to make it an awesome game. Its really a shame that the Prophecy universe can't be continued further...it might have turned out to be really fun.
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Kill or be killed
I remember the way WC3 was crafted...the tense atmosphere....the end of the war was closing, and it made you feel as if the war could end in either defeat or victory. To me, Prophecy lacked some of the right ingredients to make it an awesome game. Its really a shame that the Prophecy universe can't be continued further...it might have turned out to be really fun.
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Kill or be killed