The human element remains effective though, and shows up just how sterile most games are. There?s something satisfying about landing after a mission and having the engineer, a girl called Sparks, shoot the breeze and tally your kills via a conversation instead of just having it added to a variable somewhere. Likewise, you don?t get to make any actual conversation decisions (until Wing Commander 3), but the amount of time you spend with everyone does so much to turn the war from a simple series of missions into something with actual impact and repercussions on a wider scale.