What Was the Nastiest Stealth Fighter? (February 3, 2024)

ChrisReid

Super Soaker Collector / Administrator
We are off and running well into the 2024 now, so it's time to conclude our annual new year's poll. We've swapped in a new one about stealth fighters in Wing Commander. The question this time asks which craft you think sowed the most chaos, did the most damage and wreaked the most havoc over the years. This is by no means an exhaustive list of cloaking fighters. In order to make the list of options more concise, we've narrowed the field to generally "enemy" presenting ships. So you won't see Blair's Excalibur that destroyed Kilrah, Earth's defensive screen of cloaking Arrows, the Recon Excaliburs that first scouted the Nephilim or the 28th Century Arrow Eclipse. But there's still some fun picks to choose from below!
























We've had a great run of impressive fan projects this past year, and we expect that to continue well into the future! The results show that most fans are eagerly anticipating what's to come too!

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Original update published on February 3, 2024
 
I voted for the WC2 Strakha, naturally. But looking at the results so far, I find myself feeling very sorry for Arena's ships.

Not because I think they deserve more votes, mind you. Rather, because I don't think about them at all. And because most people don't think about them at all. Because of the millions who played various WC games, hardly anyone actually played Arena. Neither did I, and with the game soon to be de-listed, I probably never will.

There was a time when Academy and Armada were quite difficult to get. Eventually, GoG came along, and solved that problem. But given Arena's nature as a console-only game, digitally distributed, and restricted to only a couple of machines (do current-gen Xboxes support X360 games?), the difficulty lies not only in emulation, but even merely distributing the game. In this case, it seems that if Arena lives on, it will have to be through piracy.

In the meantime, though, given that any console game is ultimately developed on the PC and must by definition be playable on the PC, I sincerely hope someone from the dev team is holding on to the source repository. It may have been a tiny arcade project, but you could see from the attention to detail that the dev team put a lot of heart into Arena. The game deserves to live on. Which sadly doesn't mean it will.
 
Not because I think they deserve more votes, mind you. Rather, because I don't think about them at all. And because most people don't think about them at all.

And that's why they're on this poll! I don't actually expect them to get votes, but if they make people remember that there were in fact cloaking ships in Arena, then that's success. Some people will dig a layer deeper and learn about the anti-cloak sonar and so on, which is great.

As the years go by, I think the line between "piracy" and preservation gets more and more blurred. In 2025, if EA has no intention to ever revisit Armada or Arena, then how much different would it be to mirror a copy of a delisted Xbox game alongside Proving Grounds?

At one point in the CIC's history, in the early 2000s, I had a bleak and depressed feeling about the DOS Wing Commander games. At just ten years old, they were hard to get running on modern systems, and I worried that they would only get harder until nobody would ever be playing them again. I have a distinct memory of firing up Privateer and listening to the wistful music on a mining base and being so upset that future generations wouldn't ever hear this tune. But then, ten years later, we had DOSBox to fully emulate the games, they were being actively sold on GOG, and people had extensive longplay/streaming recordings easily accessible on YouTube/Twitch for people who didn't have the time or inclination to directly play themselves. I could never have imagined how accessible they would be in the future.

So I don't know exactly what will happen with Arena. They're only being delisted from the store this year, but I imagine in the near future, 360 games will become unplayable on Xbox Live. And that's not great, but I am also confident that someday someone will figure out how to resurrect them. In fact, I would bet money that some new emulated environment will make them more accessible than they ever were before. I won't be the one to create this new thing, but someone will. Maybe even someone who's never been to the CIC prior to today. By becoming playable on future computers over the future internet someday, a new generation who didn't play on the Xbox 360 will have easy access and will come to appreciate what the game is. It's just a matter of when.
 
So I don't know exactly what will happen with Arena. They're only being delisted from the store this year, but I imagine in the near future, 360 games will become unplayable on Xbox Live. And that's not great, but I am also confident that someday someone will figure out how to resurrect them. In fact, I would bet money that some new emulated environment will make them more accessible than they ever were before. I won't be the one to create this new thing, but someone will. Maybe even someone who's never been to the CIC prior to today. By becoming playable on future computers over the future internet someday, a new generation who didn't play on the Xbox 360 will have easy access and will come to appreciate what the game is. It's just a matter of when.
I certainly hope so! And you're right, the ultimate fate of the DOS games should be cause for optimism in this regard. And I know that already, people are emulating a lot of consoles from the NES to the PS2. I am dead certain that in the future, there will be X360 emulation - why wouldn't there be? The only thing that I am concerned about is that with a digitally-distributed game, it is actually possible for the title to disappear. There isn't a CD-ROM that you can hold on to, copy, and install on any machine. Instead, you just have an install on your Xbox hard drive, which dies when your Xbox dies. It's not an unstoppable process, this can be overcome (heck, I'm sure most of the CIC staff are hanging on to carefully-preserved X360s just for that reason), it's just another hurdle in the way. That's why I really hope that some of the developers are hanging on to the original repository, because really - the best and easiest way to work with a game like Arena would be to get the original source, and prepare a build for the PC.

(on the subject of piracy, I think twenty years down the track, It's well-nigh time we gave the devil his due. The very reason why we have services like GOG today, is because of piracy. All those "abandonware" sites proved beyond all doubt that there is a market for old games. This wasn't a given!)
 
There's a bit of luck there, the 'demo' versions of a lot of XBLA games from the era (including Arena) were released on cover discs with the official Xbox magazine. These were the full versions with all of the assets but locked to certain modes until you paid for access with your Xbox Live account. I expect that will be cracked in the future!

Arena is on the November 2007 disc if anyone wants a copy! They're pretty readily accessible.
 
I was pretty upset when Arena came out, mainly because it was released on a single platform. I had been a die hard Wing Commander fan since adolescence, but was a cash-strapped young adult who had just invested in a PS3 and wasn't about to buy an Xbox 360 as well, just for one game. I didn't understand why they wouldn't release it on PC as well, or at least on multiple console platforms. It was an excellent way to make the title inaccessessible to all but a small cross section of audiences, given that Wing Commander games had always been PC games first and foremost, and so the Wing Commander fan community probably included a pretty large contingent of PC-but-not-console gamers (or at least, PC-and-at-most-one-console-that-isn't-necessarily-an-Xbox gamers).

Any rememberences of why Arena was only released on the Xbox 360?
 
Any rememberences of why Arena was only released on the Xbox 360?
This was a very different time. Digital distribution was just starting out. Microsoft at that time had set up their Xbox Live Arcade service, which was intended for smaller games - it's hard to believe today, but there was a strict 50MB size limit on XBLA games. These parameters were the very reason why a game like Arena could come into existence - I mean, it was a tiny, tiny project compared to the usual Wing Commander game. I imagine Microsoft was also offering very good terms to publishers who wanted to support the XBLA - but those terms would probably have included a time-limited exclusivity agreement.

I'm guessing exclusivity was the initial issue. But also, Sony was much less enthusiastic about digital distribution than Microsoft was. At least, I don't remember any equivalent of the Live Arcade for small games on the PSN when the service was first set up. I'm guessing that by the time Sony was interested and by the time Xbox exclusivity was no longer an issue, it was simply too late: Arena wasn't a big enough success to warrant conversion, and I'm not even sure if Gaia Industries would have still been around to develop it, given that their last game was published in 2008.

In short: it sucks that Arena was Xbox-only, but at the same time - if it hadn't been done as an Xbox-only game, it simply wouldn't have existed at all. That said, given that this was a time when Gabe Newell was writing personal emails to small game publishers asking them to come onboard Steam, and given that big publishers were still mostly ignoring Steam, it is sure fun to imagine an alternate reality where EA decides to launch Arena as a PC-based Steam experiment.

...And boy, it's funny to think back now just how controversial that would have been. As late as 2011, when Skyrim was coming out, there were people here at the forums angry about having to set up a Steam account. Back in 2006, the amount of noise there would have been about a Steam-only release... ouch :). I'd like to imagine people would have gotten over it, though, and maybe it would have been a bigger success...? Who knows.
 
Any rememberences of why Arena was only released on the Xbox 360?

Yeah, Quarto did a good job of summarizing the situation, but it can't be overstated how different the digital gaming landscape was. "Just make your downloadable game available on every major platform" wasn't a concept that existed. Microsoft pioneered the idea of small downloadable games like this in 2004 less than two years before Arena was green lit for development. EA was on board with the Xbox Live Arcade marketplace, and most, if not all, of their titles here like Boom Boom Rocket and Arena were only made for Xbox. And it wasn't necessarily that EA even had a specific contract or was trying to choosing sides - it was just a very nascent environment that Sony wasn't huge on.

And Arena was made by a tiny team of less than half a dozen designers/programmers and half a dozen artists. They only made games for the Xbox. I know nothing about programming, but I seem to recall plenty of people talking about how the PS3 cell processor was difficult/different to program for, so there was no simple process to just recompile and pop out a Playstation version of something. They didn't make PC games either - they were Xbox programmers. Expecting it to be multiplatform or that it should have been concerned with capturing a larger audience misunderstands the scope of the team and what their capabilities were. We visited the "studio" back in the day and it was just a few 20-something dudes in an upstairs apartment in New York. I'm amazed what they were able to accomplish given the constraints.

Here's the team:
gaiavisit1.jpg


Here's where they worked:
gaiavisit2.jpg


And the sign on their door :)
gaiavisit5.jpg
 
And Arena was made by a tiny team of less than half a dozen designers/programmers and half a dozen artists. They only made games for the Xbox. I know nothing about programming, but I seem to recall plenty of people talking about how the PS3 cell processor was difficult/different to program for, so there was no simple process to just recompile and pop out a Playstation version of something. They didn't make PC games either - they were Xbox programmers. Expecting it to be multiplatform or that it should have been concerned with capturing a larger audience misunderstands the scope of the team and what their capabilities were.
Hmm, that reminded me of something else that I overlooked earlier because I actually managed to forget what a big issue it was: namely, the engine. For a developer today, making a game for the Xbox and then porting it to the PlayStation is just a non-issue - whether they're using Unity or Unreal, the engine basically handles all the difficult bits, and all you need to do is basically check if there aren't any unexpected graphical issues And even so, there are large companies that specialise in porting games, because this process, though less complex today, is time-consuming and resource-draining. It used to be much worse though. Much worse - because most developers at that time really had to develop their own engine first. There was no commercial engine that really fit the bill. Torque was still around in 2006, but it was barely viable. Unity was first released around 2005, but it wasn't really viable for bigger developers before roughly 2010. Unreal was available, but back then, the license fee was a six-figure cost that added a very significant overhead to a small project, and didn't really guarantee success, because Unreal was an engine for FPP/TPP shooters, not the amazing universal tool it is today. I mean, I remember our own engine issues at work precisely in that 2006 timeframe, and basically the conclusion was that unless we're making an FPS, we're best off continuing to develop our in-house engine, because the options for air combat are just so limited.

And yes - as you said, converting to the PlayStation came with its special, unique idiosyncrasies. As late as 2012, when we were finishing up Dogfight 1942, the process of preparing the game for the PS3 was a nightmare, even though we were using a commercial engine that theoretically supported the PS3 (keyword: theoretically). We had two programmers out of a team of about ten spend months and months trying to clear up all the kinks that emerged in the process... and from what I can see in Arena's credits, Gaia had something like three full-time programmers altogether, and they were probably working with their own engine.

Come to think of it... I mentioned earlier that Arena would have been developed on a PC, and therefore it would probably be easy with the source code to rebuild the game specifically for the PC. But that may have been me thinking about the project as though it were a present-day game. Back in 2006, the devs may well have taken all kinds of shortcuts to keep the budget down, and those shortcuts may have meant the game can't run on PCs, or can't run on them very well. It may well be that today, it would actually be easier to sort of reverse engineer Arena and remake it on Unreal or Unity using just the graphical assets. But then we come back to Arena being somewhat less than popular - who'd have the time and dedication for a project like that?
 
It may well be that today, it would actually be easier to sort of reverse engineer Arena and remake it on Unreal or Unity using just the graphical assets. But then we come back to Arena being somewhat less than popular - who'd have the time and dedication for a project like that?
Yeah, things like the game's art assets are relatively extractable and available for something like this potentially, but I see the most likely path being to leverage some next generation form of Xbox 360 emulation that emerges.
 
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