WCP half a life later

Vidmaster

Rear Admiral
My dad gifted me one of these ten-games-collection big boxes for Mac when I was around 8 or 9. Cannot fully trace it back. Probably one of the most formative and important presents I have ever received, for that collection contained not only several Creative Reader titles like Peter Pan and The Jungle Book but also System Shock, Super Wing Commander and Wing Commander 3. There were other games, but I do not recall.

The Shock game was too complicated and scary for a non-english speaking German child and I only appreciated it a few years later... but the Wing Commander games, they clicked with me hard and thus began a life-long love with the genre and those games in particular. I vividly remember figuring out that the game could be saved after an undertimed but surely length amount of months 😇. For years on end, these two games were on my regular list and I was so, so so proud when I first finished one of them.
I only played WC4 years later, that one is hard to place exactly on the timeline. I know that it was after Freespace 2 and after that went OpenSource, hence I was probably 16 or something. It had of course lost its wow-factor but I still liked it quite a lot and replayed it numerous times over the next decade.

WCP on the other hand, I finished exactly once.

The reasons for that are hard to figure out. I do remember finishing the game and being both very enterained and satisfied, but I also clearly remember several disappointments along the way with that particular title.

The fact that I have only played that campaign once is doubley weird because I have probably spent more Wing Commander-time in this engine during the last 20 years (ignoring the Freespace engine and my involvement in WC: Saga) than any other of the games.
While I only finished Secret Ops once as well, I remember often playing just one or two missions for years to unwind, similar to how I often put on Quake or Doom nowadays. And, of course, I loved Standoff and played through most of the episodes at least 4 times.
It is easy to see why the WCP-engine was alluring, prior to the recent enhancement patches by Mash, WCP was the only Wing Commander game you could run in higher resolutions and framerates. Also, it is capable of supporting larger dogfights and scenarios, and features the most interesting vocal soundscape as I have always loved the hollywood-style combat chatter in that game.

In Octover 2025, I decided to start my second-ever full playthrough of WCP. I was incredibly curious how my half-remembered feelings and oppinions on this game would change, because it is the only content-rich WC-game I never played to death, the one I cannot vividly recall pretty much every detail of at will.
Having just finished it, this lengthy write up brings us to...

WCP half a life later

The game's particular mechanics are of course burned into my brain from playing a lot in this engine. Ignoring that, I remembered the following about WCP :
1.) the story and writing being good and going for a darker, somewhat cthulhu-like tone
2.) cutscenes being a regular occurance in the early game and then gradually disappearing later
3.) the wingmen being likeable
4.) the ludonarrative dissonance between my killboard score and Casey being treated as a rookie by way to many people
5.) the Kilrathi can be your allies or not arc with Hawk
6.) the shipkiller and wormhole, as well as the loosing path were you are pushed into Confed territory
7.) the fact that the supercarrier Midway-thing did not make too much sense and that even some of the characters talk about it at some point
8.) missions being a lot longer than in previous games

Let's go through these in order, now that I have replayed the game half a life later.

1.) Story and Writing
Let's not beat around this bush, this is a mess. While the tone is darker overall, at least half of the game suffers from either tonal whiplash, or worse, being utterly disjointed: In contrast to WC3 and 4, many elements constructed out of individual leftover lines or scenes.
There are big scenes that go nowhere, like the one with Blair not wanting to be grounded, telling Casey in a dramatic fashion that he has to do something no matter what the CAG says, zipping is flightsuit ready to disobey orders and jump into action and then nothing and we forget about it. There are important characters, like Dallas and Hawk, who have a lot of scenes, and then they just die without interesting drama around it and the story is incapable of acknowledging that properly or dealing with it sensibly. There are so, so many lines of characters that state things or refer to things which were never actually introduced... Great, you found the second ship killer. What? There is a second shipkiller? We were searching for one? Or suspecting one? Everything related to the capture of the alien shipkiller is particularly outragous, because we never capture it but actually blow it up. Then, we suddenly have a big crystal between the Midway's arms, Casey has a single line about our new plasma weapons and it is only a few missions later that we do learn more in the briefing.
And regarding tonal whiplash, I only need to quote Maestro talking about his penis using the words I have a big gun, a happy gun in the middle of an otherwise normal conversation. Enough said there.

2.) Cutscene Frequency
This turned out to be correct. The game feels like several exposition-heavy scenes are completely missing. Many key plot points, such as the alien gate or even just the aliens itself, never get sensible exposition and what is going one must be inferred in hindsight (like the Devereaux's black box being picked up in one mission). At about half the game, the "optional" cutscenes in the bar simply cease to exist.
A lot of very important key plot points competely lack cutscenes and the player is simply kept in the dark. There is never a briefing on what we know thus far or about Blair's debrief after his recovery.
The entire second half of the game lacks any conversation with our wingmen about how they are feeling, what they think of a certain situation, and the whatnot. Essentially, the game's actual story stops after Hawk dies and from here on out, it is only gameplay and individual fragments of a plot.

I'd love a write-up by Bandit LOAF (or someone knowledgeable) about what we know of WCP's development. Were they rushed, did they have to cut corners or stop filming? Was there a lot more in the script or did they simply decide to only uphold the WC-standard for the early game because that was all they could pay for?

3.) Liking the wingmen
I still love the chatter and pretty much all the performances when it comes to the voicelines in combat 😌. Some are full of ham, some are earnest, and Maestro in particular is great and up the the task. In-game, he really is great. But even the pilots outside of the main cast are great, distinct, memorable and most of all, fun.
So, one can love the wingmen for their particular sticks and lines. But aside from that, the four main people in the story, Stiletto, Zero, Maestro and Casey, remain pretty unknowable. Nothing of real note happens and, with them essentially disappearing due to the lack of cutscenes later, I'd argue that one does not really learn much about these characters and they therefore barely feel like characters.

4.) Kill Board and Ludonarrative Dissonance
Yeah. Utterly.
Video game plots should never put the player in the shoes of the rookie unless the player's performance is indeed guaranteed to be worse that the one of other characters. By the way, WC: Saga also made that mistake and I did not like it. Gameplay performance must either be recognized or, that is the usual way, the player is cast as the chosen one and savior of all.

5.) Kilrathi
These were even more fun than I remember. Suddenly, after a long time playing "the new game", the old one is reintroduced for a brief time. Loved it.

6.) Shipkillers
I remembered the captial ship mechanics to be the most interesting in the series, and I remembered correctly. Still not great though, it was a lot easier to take down captial vessels than I remembered and destroying turrets was never necessary (unless I wanted to keep more allies alive).

What I did not remember was the fact that the game undermines its own mechanics later on with the Devestator's plasma gun, which damages subsystems and makes torpedos utterly irrelevant. As it is way safer to be close to a capship than further away for a variety of reasons, the late game suddenly became very trivial and I completed many of the capital ship assaults in record time.

Now, super-ships of course are a WC-staple. But this particular one was interested because it essentially nullified an entire mechanic of the game. The entire last two systems were much easier and quicker to play through than anything that came before.

7.) The Midway
The scene I recalled happened a bit later than I thought, but it was there. But that is not really what I want to talk about😉.
The Midway starts out essentially unprepared, defending against an unknown threat and aiming to retreat and alert the rest of the fleet. That part of the story works.

Then, we somewhere loose the fact that the carrier is not combat-ready and the ship goes on the offensive. But due to (1) and (2), there is never a stated goal, communicated strategy or else, the player has little to no idea what to achieve besides kill more aliens. WC3 and 4 are so, so much better in this regard.

8) Mission Length
WCP does move towards more gameplay time, compared to all the mainline WC games before it. We always had roughly the same amount of time talking and getting briefed, then flying and fighting. I have always loved this, 2 to 5 minutes of story and 2 to 5 minutes of gameplay. I have loved it as a kid and I still love it as a very busy adult. Honestly, I wished more games used exactly that model, because it also gives you regular exit points to pause or end.

WCP has longer missions, ignoring many of the late game ones. And, I think, a lot are too long and too same-y, especially in the early game. One faces lots of similar baddies in similar situations. I feel they are trying to Tie-Fighter-ify or Freespace-ify Wing Commander but without the complexity in the mission design. The later is good, because they also lack the player tools required for that and often even regress compared to earlier games.
Consider escort missions in WCP: There is no effective way of quickly checking on the vessel you need to protect, not even the request status works because it is not available most of the time (only available when you have found and selected the target, at which point you have your answers).
There are also attempts at other mission activities, like scanning objects while racing Stiletto, or baiting and retreating, but they are all poorly explained at best and not supported by the gameplay systems or the AI at worst.

While the core combat gameplay remains fun as hell and the dogfights are probably at their best in this game, I feel WCP is overall simply unpolished in its mission design and gameplay toolset. It reminds me a bit of Call of Duty, a series that still adheres to inherited gameplay mechanics that were designed to make it hard to survive a situation while nowadays aiming to be a power fantasy.
WCP is a bit like that, trying to transplant Wing Commander into a busier, more complex gameplay environment without adjusting itself enough.

Conclusion)
While I had a lot of fun again thanks to a stellar central gameplay loop, this game really is a mess ☺️.
I know understand why this game never had the allure of the others, while it failed to draw me back in.

I'd love to hear your feelings.
 
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I also only played it once - I'd honestly forgotten a lot of the details. I do remember being more into the gameplay than the narrative for Prophecy at the time, and the reasons may be along the same lines.

Prophecy had a drastically lower budget than WC4, right? I imagine they planned for more and had to cut, as almost always happens. I still haven't exhaustively gone through the amazing Prophecy production archive yet; I'm not sure if anything in there could shed some more light on the specifics.
 
I'd love a write-up by Bandit LOAF (or someone knowledgeable) about what we know of WCP's development. Were they rushed, did they have to cut corners or stop filming? Was there a lot more in the script or did they simply decide to only uphold the WC-standard for the early game because that was all they could pay for?

The budget for Wing Commander Prophecy's film shoot was tiny compared to Wing Commander IV.

They spent $14 million doing Wing Commander IV and it just didn't make sense to do that again; the extra money million didn't translate to new sales. EA wanted the team to move to Austin-based shoots like Crusader and Prophecy's producers promised they could figure out how to make the process profitable without leaving Los Angeles.

So the idea was to do it like a TV show instead of a movie. The shoot was ten days instead of six weeks, the budget was under $1 million... they were limited to a couple sets that could be stored and reused for future games and so on. One of the big efforts for Prophecy was sustainability: they wanted a game engine that could be reused and a video production process that wouldn't break the bank.

There wasn't anything significantly cut from the shooting script, though. They shot one scene of the pilots in the rec room that was dropped and a couple of the Rachel 'landing review' ones but nothing huge that would've filled in that third act. The 'front loaded' story is actually a result of market research impacting Origin's design pnilosophy -- they'd decided that most people didn't actually finish games and so the biggest bangs should in the first twenty minutes of play. Prophecy takes that to an extreme and I'm not totally convinced it was intentional so much as a misread of how long those later missions would be.

The thing that Prophecy is really missing is the multiplayer, which was a significant factor in how a lot of the gameplay works and which was cut very late in the process (when it was clear they'd miss Christmas if they kept going with it). So you ended up with half the intended product in the end.

This turned out to be correct. The game feels like several exposition-heavy scenes are completely missing. Many key plot points, such as the alien gate or even just the aliens itself, never get sensible exposition and what is going one must be inferred in hindsight (like the Devereaux's black box being picked up in one mission). At about half the game, the "optional" cutscenes in the bar simply cease to exist.

The probe one is so odd but it's a good one to look at to figure out what's wrong here. It's a problem that impacted all of the FMV games but it was especially bad by the time they got to Prophecy: when you locked your script eight months before the game shipped you had very limited options to change plans to adapt to the various realities that come up in development. So where they wrote and scripted Prophecy thinking you'd get a big obvious reward in the gameplay when the probe was recovered the actual payoff didn't work out right and so it's just background noise. (Also, extremely confusing that there's the probe in the intro AND the satellite you recover with Stiletto and that they're different...)
 
It's a problem that impacted all of the FMV games but it was especially bad by the time they got to Prophecy: when you locked your script eight months before the game shipped you had very limited options to change plans to adapt to the various realities that come up in development. So where they wrote and scripted Prophecy thinking you'd get a big obvious reward in the gameplay when the probe was recovered the actual payoff didn't work out right and so it's just background noise.
Of course, an often cited story is how generic the mid- and lategame-briefings became in WC3 and 4. However, I actually disagree with your statement when it comes to WCP.

The made the, from a production-standpoint, very smart decision to abandon FMV briefings. Instead, they have the computer-generated and scriptable briefings, which could be tweaked until the last minute.
Even if your FMV script is scattershot or missing buildup or missing causality altogether, they could have salvaged most of it via the briefings:
During your last mission, a recon flight recovered a black box buoy from the confederation research vessel Devereaux. Analysis has revealed that it was originally ejected from the ship in the Kilrah system and it has since jumped at random searching for other human vessels. The data contained within the box indicates the point of origin of the alien threat for the first time: They seem to originate from a spacial anomaly that has somehow formed in the Kilrah system. With our fleets now on defensive alert and the Midway tasked with spearheading the counter-attack on the aliens, clearing a path to and reaching that anomaly is now our overall strategic goal.

There you have it, add 5 additional lines into the right briefing in T'lan Meth and you have already significantly improved the game.
You can fix most of the bizarre and odd situations in the game like this, by just introducing a bit more context and suddenly making the FMVs work.

I fail to see what happened here to be honest 😕

A product with scattershot writing like this does not "just" happen in my experience, even rookie teenage writers don't write a line about the dreadnought doing stuff if a dreadnought has not been mentioned/introduced beforehand. No, writing like this happens if you have to move around and change stuff very late in production and lack the time to search for and correct all the inconsistencies and holes.

I strongly suspect the later half of the game was rushed by a crunching team and an approaching deadline. Do we know more here?
Cutting the almost finished multiplayer is certainly an indication...

I also only played it once - I'd honestly forgotten a lot of the details. I do remember being more into the gameplay than the narrative for Prophecy at the time, and the reasons may be along the same lines.
Considering you are echoing what I wrote, it is likely your replay experience might leave you with similar feelings too. But let me stress again that I had a lot of fun shooting bugs.
 
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During your last mission, a recon flight recovered a black box buoy from the confederation research vessel Devereaux. Analysis has revealed that it was originally ejected from the ship in the Kilrah system and it has since jumped at random searching for other human vessels. The data contained within the box indicates the point of origin of the alien threat for the first time: They seem to originate from a spacial anomaly that has somehow formed in the Kilrah system. With our fleets now on defensive alert and the Midway tasked with spearheading the counter-attack on the aliens, clearing a path to and reaching that anomaly is now our overall strategic goal.

Is it possible that you missed a cutscene in your playthrough? 1560 seems to cover exactly this ground and it plays immediately before the post-drone-recovery briefing you're suggesting be amended. They tell us what the wormhole is and how the Midway is going to attack it... and it also introduces the dreadnaught as the Midway's next nemesis several missions before the CAG mentions it in flight in Kilrah I2 (the Midway charging its weapon and the dreadnought emerging from the wormhole are played over the conversation).


FINLEY: I downloaded these files from the data banks of the Ship Killer we just captured.

CAG: So, you're saying the wormhole these Aliens are using as their invasion point is artificial?

FINLEY: Well, artificially induced over a potential anomaly in their system which allows them access into Confed space. It took massive planning to pull this off, even with their technology. Here, look. After also analyzing the data from the beacon, Tactical thinks that the Aliens' initial foray into this system was recon only. I don't think that they expected to find us here. In any case, they didn't bring their whole fleet in.

CASEY: There's more?

FINLEY: Look closer at their structure. They're clearly reinforcing it for a permanent passage.

CASEY: And those plumes?

FINLEY: Judging from the IR emissions they could be the equivalent of cooling towers for the power array. The amount of heat generated to hold open a physical anomaly this size must be massive.

CASEY: So, what would happen if we took those out?

FINLEY: It could cause an overload... but I don't yet know enough about their technology to be sure. It might not matter. Judging from this, the towers appear heavily shielded. Probably take a full-on torpedo hit. We need to find a way to shut the whole array down. And soon.

CASEY: No problem. We have our new Plasma Weapon.

FINLEY: Yes, problem. Even if we worked around the clock to get this thing to even work with our technology-- which I'm not saying we can-- I'm not sure we won't blow ourselves to Kingdom Come the first time we try to use it.

CAG: Be sure. This may be the only chance we've got.

You are right that the briefings were designed so that they could be reworked later! They recorded the audio in Austin and were able to make additions up until the last couple weeks of development. But in practice this mostly meant just dropping already-recorded lines. This came out of Wing Commander IV PSX where the team found themselves frustrated having to perform surgery on the Tyr briefings to cover the fact that they no longer had the planetary feature. But they were looking for a different beat with the Devereaux probe: the idea was that it would unlock a ship viewer for the alien ships where you'd learn details about them for the first time (and then be followed by modifications to your ship that would've made that last long series more distinct


A product with scattershot writing like this does not "just" happen in my experience, even rookie teenage writers don't write a line about the dreadnought doing stuff if a dreadnought has not been mentioned/introduced beforehand. No, writing like this happens if you have to move around and change stuff very late in production and lack the time to search for and correct all the inconsistencies and holes.

I strongly suspect the later half of the game was rushed by a crunching team and an approaching deadline. Do we know more here?
Cutting the almost finished multiplayer is certainly an indication...

We've scanned a lot of Prophecy material over the years, you can follow the design from the earliest story ideas to the shooting script! https://www.wcnews.com/archives/wcp-scripts.shtml (that's scripts but there's a lot more of this kind of material available if you're interested!). You can see that the shooting script is very close to what we got, with mostly the game tie-ins changing and sometimes in weird ways (like the special Nephilim probe fighting mission becomes a regular strike when they cut the probe mechanic... but they still leave Anderson in there telling you to intercept the probe).

But like I said that's the problem with FMV, it was picture locked in May and then the actual crunch to get the game out the door was five months later after that part of the cake was already baked. So even if you wanted to rearrange things last minute it wasn't very easy or effective.
 
Is it possible that you missed a cutscene in your playthrough? 1560 seems to cover exactly this ground and it plays immediately before the post-drone-recovery briefing you're suggesting be amended. They tell us what the wormhole is and how the Midway is going to attack it... and it also introduces the dreadnaught as the Midway's next nemesis several missions before the CAG mentions it in flight in Kilrah I2 (the Midway charging its weapon and the dreadnought emerging from the wormhole are played over the conversation).
No, I saw that one.

In my opinion, it is (a) too late, (b) weird and game-y, because there is no reason why the CAG and Finley should discuss all of this with just Casey and (c) the Dreadnought remains unknown to the characters (and actually, also to the player, because a 1st time player cannot interpret what is shown). All the things discussed in that cutscene are based on data that was pulled from the captured Ship Killer, which we actually blew up instead of capturing it 😇 if you recall my earlier rant.
 
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