First off, I want to say THANK YOU for such an enjoyable game. Wing Commander was the first game I ever played on an IBM-clone (to use the terminology of the time) and this helped me relive part of my youth! (All prior computer games were on a C64.)
Never in the past have I created a forum acct just to thank someone for their time. Yet I had to do it for this game and then saw this thread, so I figured I'd do a full review.
To review the game, I'll use a similar layout to the first reply.
Visuals: 8.5/10
Obviously the engine is slightly out of date for modern PCs. But with that limitation in mind, the ship and even character models were very well done. I wanted to give it a 9, but objectively it was an 8, so I split the difference.
Acting: 6/10
Overall it was well done. But it was obvious at some points that some of the voice actors were reading from a script and hadn't practiced much (if at all) because there were pauses that did not feel natural.
Story/Dialogue: 9/10
Your team was obviously limited in what it could do, script-wise, since it had to follow the story of the WC universe. But the overall method of story-telling was good. The dialogue during missions was superb! I'd rate the dialogue mid-mission better than the original games, and that portion of those games is a big part of what made me a wingnut!
Gameplay: 8/10
Overall the UI was well done, keeping inline w/ the original WC games. The missions were varied and mostly enjoyable. I really liked the atmospheric and nebula missions. They added some variety, but it's good that each was only done once.
I would have ranked this a 10 but I had a serious issue w/ the mouse controls. I felt the x- and y-axis when using a mouse to control is awkward. Since it's based on resolution I had a serious issue w/ controls at first. If I pushed my mouse up-right at a 45-degree angle, my ship would act more like I had pushed the mouse at a 20-degree angle (more up than right). By the end of the game I had learned to adjust, but it would have felt more natural if the ship followed your cursor.
Difficulty: 9/10
When I first started, I didn't realize the default for this game was Easy. I looked on the first missile mission because I was having a hard time shooting them all down and my fellow pilots seemed worse than I was. For Easy level, it's too darn hard! I like challenging games. So once I got the feel for the awkward mouse control, I cranked it up. But I do feel that the Easy mode is too difficult for Easy.
Overall: 9/10 on an absolute scale, 11/10 for a fan-made game!
I really enjoyed this game. The WCS team did an excellent job. Many professional devs couldn't have done this well.
Suggestions and opinions:
As we all know, opinions are like belly buttons and Ford Mustangs, everyone has one. But I thought I'd offer a few:
Difficulty ratings:
a) As stated in the Difficulty rating section, I feel this game is 'too difficult' by rating. Yes, it's meant to be 'old-school', and thus it should be difficult. However, there should be some semblance of realism as well. If you can't be expected to beat a mission the first time through on Easy, then it's difficult to believe that the Confederation should have won. Using your rating system, I'd have gone with:
Very Easy - AI can almost win every mission by itself (some wignuts are OLD now, and don't have the reflexes they once did).
Easy - An average player has a good shot of completing each mission the first time through, and with multiple playthroughs will get the 'good results'.
Medium - An average player will need to replay some missions multiple times to succeed and almost every mission multiple times to get the 'best result'.
Hard - Average players should accept that they will barely succeed most missions after multiple playthroughs and should forget about rewards.
Insane - Kill average players. Make them cry since you feed off their tears. Maybe if they play each mission 10 times they can succeed, but all their post-flight reviews will be terrible.
The push for 'easier difficulty ratings' is especially important since failure is a serious punishment since you cannot save mid-mission or skip dialogue or auto-pilot sequences. (Note: I have no problem at all w/ the 'punishment' of failing. I just feel that for those that actually DO want it easy, they should get it that way.)
AI:
The AI would crash far too often. I know of at least a half-dozen times that coming out of auto-pilot a confed pilot would crash into me while they banked to intercept fighters when I hadn't even moved yet. And it was pretty humorous to watch how often a confed and kilrathi ship would collide. Heck the confed pilots even like to smack into capital ships!
This is probably an engine issue and not the WCS development team issue, but I did find it funny or annoying at times.
Kilrathi Cap ships:
They need turrets in their launch bays. A friend of mine likes to fly inside and kill cap ships from the inside out. And this only emphasized the AI deficiency more because enemy ships would crash into the outside of the cap ship while trying to attack the player (and confed pilots will fly into the cap ship as well while they try to gun down the fighters). I understand that there wouldn't really be turrets in the launch bay. But if you tried to land in there, you'd have hundreds of kilrathi swarming the ship, which the game engine doesn't support. (Perhaps only on Medium mode and higher.)
Once again, thank you for a great game. I've never replayed a game in my life, but this has me thinking about replaying the original WC games!
-Jason
PS I apologize if some of my comments have been covered before. I haven't read the forums. I just wanted to thank the WCS team give them a Bravo Zulu!