I love Prophecy, too.
I’m not really sure why people attack the ‘plot’: Prophecy has a great plot.
Aliens attack – mysterious aliens who we don’t understand. They slaughter en-masse, with no interest in communicating with us. That’s a great setup.
The first half of the game is very much about how regular people *react* to the situation. Dallas can’t take it. Hawk is suddenly haunted by the horrors of the last war. Maniac re-adopts his defense weapon, his ‘Maniac’ persona. Zero blames his father. Maestro drinks. Blair can’t stand the Tolwyn role – the idea of sending his people out to die without going with them. For the first time since, say SM2, we see people *really* reacting to the confusion of war – it’s not “Oh, aliens, lets go kill them!”… the characters are troubled, and I like this a lot.
The second half is the coming of age tale – very simple, effective and necessary. The grizzled veterans of the Wing Commander universe pass the torch to the new guys – and they do it well. Hawk, for all his turmoil, is the first and only character who really finds peace with the Kilrathi war (an essential idea of WCIV) – and it’s thanks to a member new generation. How symbolic is that? It’s about *closure* -- we serve with Cult of Sivar pilots… the Kilrathi who refused to accept the surrender. Maniac accepts that putting on his charm cannot make him a good leader. Blair realizes he cannot be Tolwyn and goes out in a blaze of glory, saving our new characters. Consider: Prophecy *started* with a clear conflict among the unsure new and haunted old characters… and through the actual conflict of the game, the new people were accepted and the old’s demons extracted. Prophecy ends with a now confident Maestro, Casey and Stiletto ready to take on the enemy.