this from an article that was posted on the main page and one of my reasons for disliking the hobbes defect. once again it was not the fact that hobbes defected but the reason behind it that I thought was just lazy story telling
Morality
In the first game, morality is simple; the Kilrathi are the enemy. They are not just an enemy, they are the enemy: an implacable, non-negotiating race of super-warriors who have the darkest possible plans for Earth. There is zero reason to feel remorse for killing a Kilrathi, and many reasons to feel good about it. Like orcs in most fantasy, the Kilrathi is a remorseless aggressor who can only be stopped with violence, thus justifying a gameplay scheme based entirely around killing.
In WC2 the idea is introduced that not all Kilrathi are like that; a defector Kilrathi, nicknamed "Hobbes", joins your crew and flies alongside you. In addition, there is a revolt in one of the Kilrathi colonies, suggesting that not all the Kilrathi support their totalitarian government. These simple additions transformed the Kilrathi from "100% merciless killers" to "99% merciless killers", a change that warranted some introspection. The game certainly addresses the issue, as Blair begins to question his own attitude towards the Kilrathi and the potential that peace could be reached.
[SPOILER ALERT]
One of the more troubling twists in the game is the fact that Hobbes turns out to be a traitor. While this is not by itself a bad plot twist, in context Hobbes is the only friendly Kilrathi that exists. Obviously a few other ones exist, but Hobbes is the only one that the player ever sees or talks to. As such, the ratio shifts from the Kilrathi being "99% merciless killers" back to "100% merciless killers, and also 1% duplicitous backstabbers".
Conclusion
Wing Commander is a game where you never actually command any wings and that legitimately bothers me. It bothers me because if you strip away the "space ace" stuff you have a pretty solid premise: a roster of well-characterized pilots fighting a serious war against an aggressor. The setting is compromised by the need to make the player feel better than everyone else, and if you took that element away and turned it into something more like X-COM, you'd have a better product overall.
Okay, done? Great. I just explained everything I feel about video games in one accessibly-written article.