Welcome to Wing Commander II: Vengeance of the Kilrathi! Obviously after finishing Wing Commander, there was only one place to go next. Our story picks up shortly after the end of the last game, with a rather unhappy ending for the TCS Tiger’s Claw, and most of her crew. We’ve been unfairly blamed for the destruction of the Claw, and despite being a hero of the Confederation for our previous actions, all that managed to do was ensure that instead of spending the rest of our life rotting in whatever the Confed equivalent of Club Gitmo would be, we get assigned to spend the rest of our career flying rubber dogshit out of Hong Kong as a system patrol pilot aboard as space station on the ass end of space.
But after ten long years of paperwork and mind-numbing patrols, things are about to start getting interesting once again…
I changed my pilot’s callsign to “Lucky” for running through WCII. I felt like after all of his past adventures, that seems like the kind of callsign he would have sarcastically ended up with.
Wing Commander II brought a number of changes to the original formula. All new ships, both friendly and enemy, and a new method required to deal with capital ships: the torpedo. No more parking behind a big Kilrathi cruiser and pounding it with lasers until it died, now we have to wait an interminable amount of time to lock a torpedo onto the target, and then fire once inside about 3km.
Probably the biggest change, though, is that briefing/debriefing becomes a lot more dynamic. No longer is everything done in the same location. We’ll see that as time goes by, but even the first mission is a good example. We debrief in-flight before ever landing. It’s interesting, and makes the game feel a lot more dynamic in the mission flows.
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