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The Tale of Garn Chapter 50

Warning: potential main quest spoilers ahead!

From Garn’s recollections:

Behind Closed Doors

My return to Cloud Ruler Temple was soon met with disappointment as Martin learned of my failure to retrieve the Amulet of Kings. He was utterly shocked, however, when I presented him with the Mysterium Xarxes instead. Martin had made a few veiled allusions to having dabbled in Daedra worship before becoming a priest of Akatosh but his reaction, a combination of intrigue and fear, seem to confirm everything. The intrigue evidently won out as Martin carefully took the tome into possession.

Martin revealed that while I was gone he had studied my copies of the Mythic Dawn Commentaries for more clues on our attackers. He suspected that when Mankar Camoran fled the Mythic Dawn ceremony he returned to the paradise he referred to so much in his writings. Paradise, he suspected, was an actual, physical place, likely in a plane of Oblivion itself. With an artifact as powerful as the Mysterium Xarxes in his possession it was hard to say what Mankar Camoran could have accomplished. Perhaps we could use the Mysterium Xarxes to aid us in stopping the Mythic Dawn? Research would be slow, however, so I left Martin to it and returned to Jauffre for my next mission.

Well, that was unusually straight forward.
“Well, that was unusually straight forward.”

Jauffre told me of a couple of suspected Mythic Dawn agents who had been spotted numerous times on the road near the temple recently, likely spying on our activities. With the rest of the Blades busy guarding the temple walls or assigned to Martin, he dispatched me to attempt to track these spies down. Captain Steffan added that he had seen them around the runestone near the bottom of the road at around dusk the previous day and suspected I might find them there again.

Setting off down the mountain I found no trace of the spies neither on the road nor near the runestone. My next course of action was to speak to the Bruma city guard to see if they had any suspicions. Captain Burd in the Great Hall couldn’t think of anyone new who had come to the city nor anyone else he could reasonably point a finger towards. He did seem to recall that a Redguard woman named Jearl had just recently come back from a trip, however. Being my only lead, I decided to give Jearl a visit.

I guess not all spies are masters of concealment.
“I guess not all spies are masters of concealment.”

I found Jearl’s house, a modest timber home in the Nord inspired style typical of the city, nestled near the city wall in the south side. It seemed that Jearl herself wasn’t at home, however. Deciding that time was of the essence I quickly picked the lock and slipped in. Doing my best to move with utmost stealth I searched through anything that could possibly contain even the smallest hint at some sort of Daedric association. At first it seemed that Jearl’s home was as unassuming on the inside as it was from the outside but with the discovery of a trap door leading to a basement carelessly hidden beneath a rug my investigation took a hard turn.

The basement contained a few very big clues – as if copies of a couple of the volumes of the Mythic Dawn Commentaries weren’t enough I found an extremely revealing letter from Ruma Camoran with details on Jearl’s mission there too. Jearl was to perform reconnaissance on Cloud Ruler Temple in preparation for the cult’s pending attack on Bruma and, ultimately, Martin Septim. This new information was too crucial to wait and I immediately abandoned my attempts to remain undetected and left the house, riding back towards Cloud Ruler Temple.

Showdown at the Bruma runestone!
“Showdown at the Bruma runestone!”

Riding within view of the great runestone outside of the city walls a shadowy figure caught my eye. It was nearing dusk by this point so I drew my horse that direction to see if this could be one of the Mythic Dawn spies. Before even reaching the runestone I saw the figure consumed by a flash of burning orange and red flame and reappear in the Mythic Dawn’s crimson cloaked armor. I’d been spotted. Leaping from my horse and drawing my blade I narrowly dodged a lightning bolt as I swung around to face the cultist. The second Mythic Dawn spy had also joined the fray, both tossing offensive spells at me and taking wild swings with their maces. I had hoped to take these agents alive but their zealous fervor gave me little choice but to defend myself and soon I stood victorious, both cultists laying dead.

Jauffre was pleased with the results in any case, and immediately set off with a small retinue of Blades to warn the Countess of Bruma about the Mythic Dawn’s plans. I spoke to Martin again to see if he’d made any progress with the Mysterium Xarxes. Martin believed that with the power of the Mysterium Xarxes he could indeed open a portal to Camoran’s paradise, but he would need four items to perform the ritual. So far, the only one of these he’d deciphered was the blood of a Daedra lord. It goes without saying that I couldn’t fathom how I could come across such a thing but when Martin suggested that practically all of the legendary Daedric artifacts that had found their way to Tamriel were created with the essence of a Daedric lord, and therefore should suffice, I hatched a plan.

*proceeds to speak at length about the dark ritual*
“*proceeds to speak at length about the dark ritual*”

Despite my own study of the arts of conjuration I had steered fairly clear of direct contact with the Daedric princes or their worshipers. Daedric magic was well known to corrupt and besides, Daedra worship had been outlawed in the Empire and I wasn’t eager to find myself in a cell again. Conjuring Daedric creators and items was risky enough. Still, I had always made mental note of my encounters with anything Daedric. One of the first things I had recalled upon listening to Martin’s theories was talk amongst the Anvil Fighter’s Guild about a shrine to the Daedric lord Malacath north of the city. There were widespread rumors that worshipers who made offerings at Daedric shrines were occasionally granted favors by the Daedric princes so perhaps I could find Malacath in a generous mood. I prepared for the long journey back to the Gold Coast.

The conditions around Cyrodiil were worse than I had suspected. Oblivion portals had been opening seemingly randomly throughout the countryside all over the realm, with all manner of Daedra spilling out to raise any sign of civilization they encountered. Many small villages and settlements had been sacked and set ablaze, with those in other areas living in constant fear of a similar fate. Bands of town guards, Imperial Legionnaires, and mercenaries alike banded together to hunt the invaders or, in some case, to defend themselves from being hunted. I could spare little time to help, however, and rode onto Anvil. After a brief rest and a warm meal I located Prince Malacath’s shrine.

Paying Prince Malacath a visit.
“Paying Prince Malacath a visit.”

I found the small shrine nestled in the hills north of Anvil, surprisingly close to the city, actually. Not so surprisingly, the Orcs who attended the shrine were highly suspicious of my motives. Still, after some coaxing one of them suggested an offering of troll fat and soon I was surprised to find that I had successfully summoned the attention of what seemed to be the Daedric lord himself. Not unlike the Orcs who favored him, Malacath was gruff and harsh in tone and wasted little time on pleasantries or small talk. Instead he demanded I do something for him. He wanted to free some Ogres (“his Ogres”) who had been enslaved by a local landowner, Lord Drad. This seemed like a reasonable enough request if it could possibly reward me with an artifact of Daedric origin.

This guy is probably rethinking his chosen profession about now.
“This guy is probably rethinking his chosen profession about now.”

I found Lord Drad’s estate with ease but when I confronted him about his Ogre slaves he rudely insisted I mind my own business. His wife was a little more sympathetic to the plight of these Ogre slaves and let slip that Drad had them working a small mine on his property. After making my leave I located the mine on the edge of the estate and snuck, unseen, past the door and past the guards. Deeper into the mine I finally located several groups of captive Ogres chained to the walls, smashing stones with their bare fists. A barbaric fate even for brutish Ogres. I slashed off each of Ogre’s shackles as well as the locks on the gates to their cells. The Ogres wasted no time seeking revenge against Lord Drad’s guards, furiously rampaging through the mine. The guards stood little chance. Keeping my distance I followed the Ogres out of the mine and parted ways with them as they continued their rampage onto Lord Drad’s estate.

Back at the shrine Prince Malacath was quite pleased with my success, laughing heartily at the thought of Lord Drad’s fate. He asked me to hold out my arms and soon I found them burdened by the weight of a massive magic warhammer he called Volendrung. Hoping that this would suffice for our ritual I bid the Daedric Prince farewell and prayed to the Nine that he had no knowledge or concern about the Mythic Dawn cult and their plots on Nirn.

The Tale of Garn Chapter 49

Warning: potential main quest spoilers ahead!

From Garn’s recollections:

From Temple to Shrine

I paid a Kvatch refugee handsomely for a horse for Martin to use and we set off North, back towards towards Chorrol. We took to the wilderness, sticking to the base of the Colovian mountains and through the reserve until we reached the Black Road. What we gained in safety from would-be assassins we had traded for possible encounters with the ogres and minotaurs who roamed the highlands. Luckily the journey up to that point was uneventful. Martin and I didn’t even speak much, in fact. He seemed pensive, seemingly often lost deep in thought.

We reached Weynon Priory deep in the night and in our weariness were almost startled off of our mounts when the priory’s stable hand came running towards us screaming. Before either of us could discern what was going on a crimson robed figured shot out from the darkness behind him and cut the man down with a single, powerful downward stroke of his mace. Not expecting to see us, he turned our direction and apprehensively raised his mace above his head. I rode up on the assassin to meet him with a strike down to meet his guard. Martin drew out a large dagger and leapt down from his horse to defend himself as a couple more assassins appeared from the cover of the night. After dispatching our foes Martin followed as I sprinted to the main house of the priory to locate the monks. Finding the building ransacked but no sign of Jauffre we then made haste to the priory chapel.

Divine beat down in progress.
“Divine beat down in progress.”

Under the dull moonlit glow of the chapel’s great stained glass windows we found Jauffre looking much more like the grandmaster of the Blades than a humble monk as he fended off two more of the crimson robed attackers. These men looked strangely familiar to me but I had no time to ponder this as Jauffre, having already put his sword away and briefly greeted Martin, immediately turned his attention to the Amulet of the Kings which he believed was surely the target of this attack. After a quick search it was confirmed, the Amulet of the Kings was gone.

Jauffre wasted no time. He told us that this situation was clearly escalating and Martin’s safety was now our top priority. The Blades had a secret stronghold built into the Jerall Mountains for such occasions. This fortress, greatly defendable and well stocked with supplies and arms, would become he and Martin’s home for the time being. Quickly gathering the barest essential supplies for the journey we set off northeast towards Bruma.

At the gates of Cloud Ruler Temple.
“At the gates of Cloud Ruler Temple.”

At the end of a long, winding path deep in the frigid mountains of Northern Cyrodiil sat Cloud Ruler Temple. From below on the snow covered path leading to its perch the fortress appeared to be of a simple, single-minded construction, with great featureless grey-stone blocks stacked to form a massive wall, though a more careful eye could spot the expert craftsmanship in its subtle curves. The thick iron reinforced gates swung open as Jauffre approached and uttered some secret password or another. Reaching the main courtyard which sat at the top of the small compound we were greeted by more Blades than I had ever guessed existed. Jauffre quickly assembled his key members for an update on the situation and, most importantly, to introduce Martin. Martin gave a quick, informal speech but the dedicated members of the Blades enthusiastically greeted him as their new emperor all the same.

Martin Septim, they’d call him from then on. It dawned on me that what I was witnessing was truly a historic event, one that would be spoken, sang, and written about for untold years to come. That was, of course, if we could indeed protect Martin from whatever forces these were that conspired to destroy the empire. Jauffre snapped me out of my musings and thanked me for my service. His demeanor was cold and focused. He went on to tell me that they needed as much help as possible with the numerous tasks that lay ahead and officially invited me to join the Order of the Blades. As I was duty bound to see this matter through, I accepted.

Finally someone with confidence in my abilities
“Finally someone with confidence in my abilities…”

The next morning a small feast was held in the stronghold’s main hall in which Jauffre, Martin, and several of the senior Blades debated how to move forward. Our next move, we had all agreed, was obvious: regardless of who was orchestrating this attack we needed to get Amulet of the Kings back into our possession so that Martin could perform the traditional ritual of lighting the Dragonfires to be officially coronated as the new Emperor of Cyrodiil. This may also, it was believed, prevent the creation of portals like the ones that were used in the invasion of Kvatch.

My first mission as an official member of the Blades was to meet up with Baurus in the Imperial City. The only other surviving witness to the assassination, Baurus had been heavily involved in working with the Blades on their investigation into the identity of the Emperor’s assassins and had apparently come up with somewhat of a lead. Jauffre wanted me to assist him in any way he needed. At first I was apprehensive about seeing Baurus again after I had disappeared with the Amulet of the Kings for so very long, but he evidently had never sought to have me tracked down or cast any blame my way. In any case, I set off back to the Imperial City.

Heading back down to the lowlands and the Imperial City.
“Heading back down to the lowlands and the Imperial City.”

At first I thought that my apprehension might have been justified. I met the senior Knight of the Order of the Blades looking rather less formal and battle-ready than the last time I saw him. Garbed in plain clothes and drinking an ale at the Luther Broad’s Boarding House in the Elven Gardens District, Baurus greeted me very coldly. Instead of making conversation he insisted I wait for him to get up, wait for him to be followed, and then follow behind them. True enough, as Baurus walked into the darkened storage room at the back of the inn the Breton man who follow him conjured the same crimson attire I was starting to become all too familiar with and attacked Baurus while his back was still turned. Ready for him, Baurus spun around and parried his attacks as I drew my own sword and ran to assist him. The attacker was quickly dispatched.

Much to my relief Baurus’s mood shifted and he greeted me heartily. Searching the body of his would-be assassin we discovered something I hadn’t seen on any of the other crimson robed attackers prior: an unusual book called Commentaries on the Mysterium Xarxes. The writings mostly seemed to be praising the worship of Daedric prince Mehrunes Dagon. Baurus told me that he had been working to orchestrate the attempt on his life that I just helped foiled for quite sometime and was confident that it would lead to the identities of the conspirators. This book seemed key. His knowledge on Daedra worship was limited, however, and he suggested I visit Tar-Meena, an expert on Daedric cults at the Arcane University.

Two new names to add to our shitlist...
“Two new names to add to our shitlist…”

Luckily Tar-Meena was immediately familiar with the Commentaries although had only read the first two of four total volumes. She loaned me the second volume to reference and went on to explain that the Mythic Dawn was a Daedric cult dedicated to worshiping Mehrunes Dagon and that these books were written by their founder Mankar Camoran. Little else beyond the contents of these books was known about them as like most Daedric cults they tended to keep to themselves. It all made perfect sense though – of all the Daedric lords Mehrunes Dagon’s ambitions of conquering Tamriel were well storied.

Tar-Meena suggested I attempt to track down the other two volumes of the Mythic Dawn Commentaries for more clues. Luckily the capital was the perfect place to start my search and I set out to the various book sellers in the Market District. Soon I found one with a rare copy of volume three though it had already been reserved. Coincidentally the buyer was arriving that very day to pick it up so I waited to confront him. At first the man refused my offers to buy the book and was even suspiciously defensive about the Mythic Dawn, but when I told him about their suspected role in the plot to assassinate the Emperor his tone changed entirely. Not only did he give me volume three, he also told me that he had arranged to meet a member of the group to acquire the final volume later that day.

The final book was the last step in being recruited into the cult, it seemed, and this collector was willing to risk catching the Mythic Dawn’s eye just to acquire it. Instead, I would go in his place. I soon met back up with Baurus to give him an update on the mission. Baurus was enthusiastic to help and told me that he had learned the sewers and other tunnels beneath the capital well while working to investigate the assassination, offering to take me to the arranged meeting point himself.

Well, I guess this is how meetings in sewers usually go...
“Well, I guess this is how meetings in sewers usually go…”

Mid-morning the next day Baurus lead me to an access tunnel in a small back alley in the Market District and we began to make our way through the intricate network of dark and musty tunnels buried below city. At the designated meeting place I took cover in the shadows as Baurus sat at a small table waiting for the cultist sponsor to arrive. Unfortunately the Mythic Dawn’s awareness of Baurus’s investigation was deeper and more widespread than he had ever suspected and the cultist recognized him almost immediately, calling out three more Mythic Dawn members from another chamber to join him. I sprang into action as Baurus drew his sword. Soon all four of the cultists lay dead. Baurus expressed some disappointment at not getting a chance to potentially infiltrate the ranks of the group but Commentaries on the Mysterium Xarxes Book Four was in our possession regardless.

Who else has a raging clue?
“Who else has a raging clue?”

With Tar-Meena’s expert assistance Baurus and I puzzled over the collected four volumes searching for clues, and soon uncovered what seemed like a cryptic message guiding us to a spot in the cemeteries of Green Emperor Way at a particular time of day. Once Baurus and I had found the spot we waited patiently for something to happen. Eventually the dawn’s light hit a particular tomb just so as to highlight an engraving of a map of the province with a mark on a specific area. With my old landmark maps for reference we concluded that the marked area was Lake Arrius, north of Cheydinhal.

Satisfied that we had identified those responsible for the assassination and that his mission was complete, Baurus returned to Cloud Ruler Temple to update Jauffre and to re-take his place amongst the Blades. I, on the other hand, met up with one of my brothers from the Knights of the Nine at the only place I had marked on my maps that seemed like a likely candidate for a cult to hide out. I had labeled it simply as “Lake Arrius Caverns” – I didn’t recall these caverns being particularly noteworthy but then again Daedra worshipers often made a habit of hiding themselves quite well.

I was surprised to find myself stepping into a large chamber in the cavern to be greeted by a crimson robed Dunmer casually sitting by a boarded up section of the cave wall writing in some sort of a journal by the light of a brazier placed near by. Assuming that I was simply a late arrival for a gathering presumably already started, he asked that I hand over my possessions and don an initiate’s robe to gain entry into the shrine. A perfect opportunity seemed to have presented itself to us! I started to to comply but when Sir Geimund caught up to me wearing such similar garb to me the cultist must have correctly surmised that they were being infiltrated and ran to sound the alarm. I hurled a powerful flame spell at his back, knocking him down before he could alert too many others. Geimund and I drew our swords, raised our shields, and prepared to infiltrate the Mythic Dawn’s hideout the hard way.

Spying on Mankar Camoran as he prepares a sacrifice.
“Spying on Mankar Camoran as he prepares a sacrifice.”

We fought our way through the twisting tunnels and chambers of the caverns until reaching a massive room and what appeared to be some sort of a ritual taking place. A robed figure was making a rather zealous speech under a massive statue of Mehrunes Dagon to a couple of dozen Mythic Dawn listening intently. We’d only just got settled in to listen and observe when a patrolling cultist spotted us on our perch above the ceremony and attacked. Mankar Camoran quickly disappeared into a glowing orange portal as the remaining cultists rushed to join the attack. A vicious battle ensued, with Sir Geimund and I finding ourselves quickly cornered. Still, most of these cultists were still only initiates and were neither skilled fighters nor gifted magic users and the Knights of the Nine had overcome much more difficult enemies.

Mythic Dawn massacre.
“Mythic Dawn massacre.”

When the dust settled I found no sign of the Amulet of Kings but what they had left behind was shocking: high upon the altar lay the Mysterium Xarxes itself. Tar-Meena had explained that the Mythic Dawn Commentaries series of books we had been using to track down the cult was somewhat of a re-translation of an ancient artifact of great, evil power called the Mysterium Xarxes. A tome written by Mehrunes Dagon himself. Tar-Meena suggested that it was unlikely that Mankar Camoran had ever really possessed the artifact and that instead his commentaries were based on legends and popular myth about the Daedric prince but there it was, in front of us.

We carefully gathered up the artifact and made a hasty exit from the cavern, not knowing how useful this find would be to our cause, but knowing it had to be of some great significance.

Wing Commander Review

Note: The screenshots posted on this page have been scaled up a little from their tiny native resolutions as well as had their aspect ratios corrected to proper 4:3 dimensions as they should have looked on CRT monitors originally. For posterity’s sake you can also click them to view the “pixel perfect” originals.

Introduction

Wing Commander!
“Wing Commander!”

When I reviewed A-10 Tank Killer v1.5 I mentioned the prominence of flight simulators in 80s and 90s PC gaming scene, and I don’t think you can talk about classic PC fight sims without bringing up what surely has to be one of the most influential and impactful PC game series ever: Origin’s Wing Commander, which kicked off in 1990.

When I got my shiny new 486 in 1993 Wing Commander was one of those games whose reputation preceded it. Even as someone who didn’t own any sort of machine capable of playing anything even close to semi-modern and who didn’t follow the personal computer scene all that closely besides, I had heard the name and knew that it was supposed to be something amazing. Cobbling together enough money to buy a used copy of it from a shady used PC game trader from the back of a gaming magazine I finally got to see what all of the fuss was about…

A lot of fuss there was, too! While I feel like Wing Commander is still a well-known franchise, despite not having a new release in something like 15 years now, I wonder how many current gamers really get why. It cannot be understated: when Wing Commander was released in 1990 it absolutely BLEW PEOPLE AWAY. Origin somehow took a bunch of the latest and emerging tech and even some innovations of its own and put them together in a single highly polished package the likes of which hadn’t really ever been seen before. The game included features such as unique 2.5D style scaling-sprite based VGA graphics, a full, highly branching storyline, cinematic cutscenes before that was really a thing, character progression, NPC deaths that actually impacted your gameplay, nifty in-game-world menus, and a dynamic music system with awesome, state of the art Roland pre-MIDI music and effects. This was next level stuff, and not just for flight sims, but for PC games period.

Also, we have funny hats!
“Also, we have funny hats!”

So how’d it go for me? Well unfortunately even though I owned a copy of the game when it was still relatively new and I was of the perfect age and mindset for it, Wing Commander consistently failed to ever sink its hooks into me. I think a big part of that was that I had already been spoiled by the amazingly smooth gameplay experiences of early first person shooters like Wolfenstein 3D and Doom, which used similar “sprite scaling in 3D environments” graphical techniques, and Wing Commander’s engine never felt quite as fast or smooth as those later games, nor did that method of rendering an environment seem to work quite as well in a space game with such a higher degree of freedom of movement. That, and having tried the game a few more times in more recent years I discovered just how sensitive the first Wing Commander game was to timing issues, and I suspect that my 486 probably ran the game fast enough to cause me serious timing problems that I was completely oblivious to at the time – in fact I recall the numerous asteroid field and space mine sections being much more deadly than they are to me nowadays despite my strategy for getting through having never really developed significantly in the last 20+ years.

Much more on all of that technical stuff later though – let’s dig into the game play.

Gameplay

You start the campaign off by losing a round in a combat simulator and stepping out into your ship’s bar, but an adventure game this is not! Instead, these in-between mission sections of the game are represented by a creatively put together in-game-world menu system where most of the game’s options are represented by interacting with objects in the game world. For instance, to save your game you need to click the door to the barracks and click on a bunk. Each bunk represents a different save slot, with occupied save slots represented by occupied bunks. Personally, I love these types of systems and while they were popular in early PC gaming (and have resurfaced mostly prominently in recent years in Starcraft II: Wings of Liberty) few games took it as far or handled it as consistently as Wing Commander.

The Tiger Claw's infamous co-ed locker room.
“The Tiger Claw’s infamous co-ed locker room.”

From these menus you have the option of talking to some of the NPCs on your ship to learn tips and hear rumors about the campaign (again, this isn’t an adventure game – these are really just non-interactive cutscenes) viewing your score and commendations, saving and loading your game and, when you’re ready, seeing the briefing for your next mission (again, a non-interactive cutscene) before jumping in your fighter and taking off. In fact, that’s really all there is to the basic flow of the in-between mission game play. While there’s admittedly little to do in this section of the game it is still chock full of atmosphere and helps a lot with immersing you into life as a pilot aboard a carrier ship in the midst of a dangerous conflict. The meat of the game though is, of course, the missions themselves.

After an exciting (and at the time, kind of mind-blowing) takeoff cutscene you’re thrust into a stereotypical first person flight simulator style view of your fighter’s cockpit from which you can view various instruments and indicators representing the operation of your fighter including weapon selection, armor and shield status, target status, a mini-map, and a targeting HUD as you bob along outside of your carrier. You can also see your fighter from other views and camera angles too which, while neat, is mostly useless as the game was obviously developed with the default first person cockpit view in mind and it seems to work the best that way even for those who might prefer a 3rd person view.

The
“The “battle camera” view of a particularly hairy dogfight.”

There are a few canned types of missions such as patrols, escort missions, and strikes against specific targets. In reality though no matter the mission type you’ll usually be tasked with just going to a series of waypoints and dealing with whatever obstacles happen to be there or interrupt you along the way which typically means a group of enemy ships, sometimes even multiple waves of them, but there’s also sometimes the aforementioned asteroid and mine fields you have to navigate through as well. And hey, sometimes there’s both! They’ll be some occasional talking head popups confirming orders from your wingmen or showing you taunts from Kilrathi pilots but for the most part there’s no real exposition during the missions and things more or less stick to the plan laid out in the briefing.

Thankfully Wing Commander is very respectful of the player’s time and lets you autopilot between waypoints, warping you almost directly between them. After you visit all of the waypoints and/or beat any other specific objectives you might have, you then fly back to your ship and land. I’m so grateful that landing is an automated process as I can imagine a manual landing into the Tiger’s Claw landing bays being a total pain in the ass if the numerous times I managed to fuck up the simple auto-landing process is anything to go by.

Another unsuccessful attempt to line up a landing...
“Another unsuccessful attempt to line up a landing…”

As you might have guessed by the fact that you’re not forced to make a tense landing after every mission nor endure 10 minutes of monotonous travel between waypoints, the controls and flight model, while certainly more complicated than arcade flight combat games, are both relatively simple and fairly forgiving compared to more hardcore flight simulators. Indeed, while there is 360 degrees of movement, Chris Roberts and company were obviously influenced by the Star Wars approach of “World War II dogfights in space” physics and combat. Often times combat comes down to two fighters just making strafing passes at each other. That’s basically it. There’s no sub-system targeting, missile weapons are extremely limited and aren’t as strong as you might hope for, and there’s not much else to combat than trying to shake enemies off your tail while you try to get on theirs. Of course, as an intelligent player you certainly have options for adding a little more in the way of tactics and finesse to your dogfighting than your opponents do, if you choose. Personally, I’m rather fond of using my afterburners to zip past and get behind my targets or to jet away from them to let my weapons recharge, for instance.

That’s one of the trickier parts of the early game – getting used to managing your fighter’s weapon and shield power. It doesn’t help that the game starts you off with what is, in my opinion, by far the worst ship in the game. As soon as I graduated to the next tier of fighter (with its heavier armor and better weapon loadout) the combat got quite a bit easier and I actually really started to enjoy myself. In reflection I have to wonder if I ever actually got past those early Hornet missions back in ‘93 – that could explain a lot! Still, learning how to fly and having a ship worth flying is only part of it.

Why not? It's not like we're on a carrier full of fighters or anything...
“Why not? It’s not like we’re on a carrier full of fighters or anything…”

While enemy AI shows some interesting behavior at times (with the Secret Missions 2: Crusade expansion even totally overhauling them) and the different types of enemy ships and pilots (including occasional appearances by enemy ace pilots) employing their own tactics and levels of skill, the real challenge in Wing Commander comes almost entirely from the increasing numbers of enemy ships in each mission as the game progresses. The damage model (which seems fairly developed, allowing for specific fighter systems to be damaged and for some to even auto-repair themselves over time, and at the same time allows for just a few unlucky shots to ruin your day) combined with these often incredibly stacked odds later on makes for a challenging and admittedly fairly frustrating game at times. So you can win a 1 on 1 fight 100% of the time? How about 6 on 1? You survived that? How about you do it 3 more times this mission? It feels a little artificial to always be so outnumbered and frankly it gets a little old. I know our character is supposed to be some sort of awesome ace pilot but if you suspect a massive Kilrathi death armada is in the system maybe you should dispatch more than two fighters to go take them down? Just an idea! It’s not just the repetition, even the most skilled players will have to struggle against shield and fuel attrition to make it through some of the harder missions.

You’re not alone out there, of course. You’re typically assigned a single wingman who will follow you around and sometimes annoy you by flying into your line of fire or just generally being a nuisance. Other times you’ll realize they’re nowhere to be found and wonder if they got blown away without you noticing. You can give them a few basic orders but for a title called “Wing Commander” this aspect doesn’t seem to be as reflected in the gameplay as some might hope. Instead your wingmen are largely useless save their ability to occupy one or two enemy fighters until you can finish off the ones you’re fighting. Throughout my playthrough they only really affected me if they somehow managed to get themselves killed causing me to have to consider restarting the mission. That’s because, awesomely, your wingmen NPC’s deaths are permanent and most definitely noticeable: you might have to fly a whole series of missions solo and there will be an empty chair in the bar where the game otherwise intended you to be able to chat with them during certain sections. I admit I felt like a real asshole whenever I let one die.

Lining up for the kill on a Gratha... no thanks to my wingman.
“Lining up for the kill on a Gratha… no thanks to my wingman.”

After the mission you’re shown another cutscene depicting your debriefing and, if you got lucky and performed particularly well, an awards ceremony and/or promotion and then you’re shot back into the ship’s bar to prepare for the next mission. That is, in a nutshell, the game.

I can’t end this section without talking a bit about one of the more interesting features of Wing Commander’s gameplay: the single player campaign’s branching structure. You see, after you do a few missions, depending on how well you did, you succeed or you fail that star system, with each condition sending you to a different system and set of corresponding missions to continue the campaign. The complicated lattice structure that develops from this pass/fail system allows for different playthroughs to consist of largely different missions and events, ultimately leading to a final campaign to win the game or a desperate retreat away from the conflict. While I love the idea of this sort of dynamic campaign structure it does seem like the winning path is typically a bit easier and certainly less bleak, and who likes getting kicked while they’re already down, really?

For better or for worse the two expansion packs, Secret Missions and Secret Missions 2: Crusade largely abandon this branching structure with their new campaigns, though they do at least still allow you to lose at certain points during their campaigns, directing you play through a unique retreat scenario before the game ends proper. Still pretty cool!

Story

You’re an unnamed Terran Confederation starfighter pilot newly assigned to the Tiger’s Claw carrier amidst a vicious war against a race of bloodthirsty, feline-like aliens called the Kilrathi. While the NPCs are almost entirely made up of ridiculous caricatures (Spirit in particular is just… remarkable) the ship designs, the silly-but-somehow-still-kind-of-cool Kilrathi, and many of the other elements of the gameworld are actually very well done and really only seem to get cooler as the series progresses. Still, for a game that does such a great job with immersing the player into the life of a space pilot and was obviously so influenced by the tropes of space operas, all of it really does very little in the service of telling an actual story. Your learn a bit about your enemies, about the conflict itself, and of course about your fellow pilots (some of which is fleshed out in the excellent “Claw Marks” manual) but as far as a plot? Well, the game ends with the Confederation either seemingly slowly but surely losing the war, or striking a decisive blow that should set them up for winning it. That’s about it.

When compared to later games in the series it is obvious that the lack of drama in the first Wing Commander is a trade-off for the more dynamic, immersive nature of some of the systems I just spent numerous paragraphs gushing over: naming your own pilot, receiving commendations and promotions based on performance, the insanely branching mission tree, the ability to lose your wingmen? None of that would be very easy to pull off with a heavily scripted narrative.

Not much character development but... ooh, shiny!
“Not much character development but… ooh, shiny!”

The two expansion packs, Secret Missions and Secret Missions 2: Crusade improve the story telling a little, probably mostly out of necessity. After all, “Errr, well the war is still going on… so here’s some more missions!” isn’t a very compelling premise for a paid expansion, is it? SM2 goes the farthest into righting some of these wrongs by adding some new twists including new enemies with more interesting motives, new allies, a new ship to fly, an NPC death, and two new wingman NPCs joining your crew. Really, quite a lot for a simple mission pack, and helping bridge the gap between the stories of Wing Commander and Wing Commander II at that. As mentioned the mission tree takes a hit in both expansions but, again, trade-offs, right?

Controls

Again, while this is a flight simulator, it’s a fairly basic one. There are a slew of keyboard controls but relatively few of them with most being unneeded for basic play. Take offs and landings are automatic, navigation is simple and handled by an ever present waypoint system, wingman and enemy communication is limited and simple, etc. I would chalk this up to smart design more than attempt to dumb the game down, personally.

Charging in head first but sending my wingman to flank.
“Charging in head first but sending my wingman to flank.”

I played the game with a joystick as my primary input device which I’d highly recommend. I used an old fashion two button flightstick with my keyboard backing me up most of the time but I’m sure you could map a more advanced stick to have pretty much every keyboard button you’d need on your stick instead. Honestly I’ve always found the joystick controls in Wing Commander to be a little twitchy and inaccurate but “feel” aside, the game doesn’t really require much precision in the first place. Hit boxes on enemy ships seem relatively large meaning they’re easy to hit, ranges on your guns are fairly short meaning you’ll be fighting in close quarters most of the time anyway, and auto-locks for missiles certainly help a bit too. You probably won’t want to try for flying accuracy either, as the aforementioned huge hit boxes make fancy flying moves disappointingly difficult to pull off with anything resembling finesse.

Graphics

This is one of the areas where this game truly shined in 1990. Beautiful 256 color VGA with an interesting style that absolutely screams early 90s personal computer game. While I’m sure that style won’t appeal to a lot of people I have no real complaints about the art itself. There’s all kinds of interesting little touches, cool animations and effects, and heaps of attention to detail and general polish that make the graphical presentation of Wing Commander feel triple A all the way and in many instances still look good today.

The engine is quite interesting in itself. At the time most flight simulators were using extremely rudimentary 3D engines. These had a lot of advantages (many of which probably weren’t as obvious then as they are nowadays) but they were relatively ugly. Wing Commander was one of first games (if not the very first?) to use the “2.5D” style of 3D, using sprites of multiple different angles of an object and some creative scaling to emulate 3D objects moving in space, giving the appearance of fully textured 3D objects well before that technology was accessible on home computers. id Software later popularized this technique with Wolfenstein 3D and Doom before kicking real 3D engines (now with actual bitmapped textures!) into popularity with Quake. Apparently Wing Commander’s tech was what inspired id Software original FPS work, even. Let that sink in!

Angel looks suspiciously intrigued.
“Angel looks suspiciously intrigued.”

It’s not all roses though. As I mentioned in the introduction, the low frame rate, the way sprite scaling works, and the way objects rotate (which is exasperated by the 360 degree freedom of movement Wing Commander offers, unlike the limited perspective offered by something like Doom) add together to make space combat feel a little… clunky?

More than affecting my perception there were many times where it actually affected gameplay: there’s nothing like approaching an enemy destroyer for a strafing run only to find that it has suddenly swung its bow around just in time for you to smash headlong into it, doing massive damage to your fighter and stopping you dead in your tracks. If this had been using a decent 3D engine you could have seen the gradual movement of the ship’s model as it was turning but here in Wing Commander it’s just an instant change from one angle sprite to the next. This happens more than you’d think it would – I already mentioned all of my Tiger Claw auto-landing mishaps, right? And the lack of precision flying because of the huge hit boxes? These things all add up to make flying a whole lot less exciting than it could be, as later demonstrated masterfully by LucasArts’s Star Wars: X-Wing series.

Sound

Like with its graphics, Origin went the extra mile with the technology of Wing Commander’s sounds, particularly its music. It’s an interesting snapshot of the time when Roland’s pre-General MIDI MT-32/LAPC sound was emerging as an incredibly impressive advancement, and Wing Commander even relied on it for sound effects instead of using digitized effects (Sound Blaster was just starting to gain popularity at this point, after all.) If you don’t have (or emulate) an MT-32 then the Adlib does a respectable impression of the soundtrack and sound effects too, with the added bonus of sounding all… Adlib-y. That said, the effects themselves aren’t particularly impressive. Eh, they get the job done for the most part.

Seeing red...
“Seeing red…”

Back to the music though. The main theme and in-flight orchestral music is probably the most well known of all of Wing Commander’s soundtrack though I personally find myself enjoying some of the more subtle tracks in the in-between mission sections more. Hats off to the composers. The in-flight music is definitely the more notable though, as it uses a dynamic system to somewhat seamlessly shift to more intense music when an enemy appears and other events occur. While Origin’s system was surely overshadowed by the impressive LucasArts developed iMUSE system it’s certainly another interesting example of Wing Commander helping to lead the way technologically.

Old Age and Alternative Versions

I played through Wing Commander and both of its “Secret Missions” expansions on my dedicated gaming 486DX PC which was more than adequate to handle the game. In fact, as mentioned in the introduction, the game suffers from some rather extreme speed issues on newer machines. These were gradually fixed as the use of this engine continued over the years. For instance, Secret Missions 2, which apparently uses a precursor to Wing Commander II’s version of the engine, seems to run a little smoother and be less sensitive to the system clock and Wing Commander II itself is an even greater improvement. Still, the first Wing Commander needs to be handled with some serious kid gloves if you want to stand any chance of doing well enough to beat it. This shouldn’t be a huge shock when you remember that despite it’s VGA graphics and other typical mid-90s trappings, this game was released all the way back in 1990 and was probably aimed at no more than 386 machines. It simply doesn’t know what to do with the sheer power of a 486 or Pentium processor. Thankfully using my usual trick of disabling my CPU’s internal cache slows it down to buttery smooth 386 speeds.

I still have my original copy complete in box.
“I still have my original copy complete in box.”

A better option for most people is going to be DOSBox. I did a fair amount of testing Wing Commander in DOSBox and concluded that, despite a little artificial choppiness here and there compared to running on legit 90s hardware the game runs quite well. Couple that with the usual advantages of being able to use advanced scalars and higher resolutions, as well as being able to easily map all of the controls to your favorite, fancy 300 button USB HOTAS setup, it’s easy to recommend. That, and you can get a legal copy of the game and both mission packs (which used to be somewhat rare!) coupled with the sequel and its own mission packs pre-packaged with DOSBox on GOG.COM for a reasonable price. Awesome.

Wing Commander was also one of those classic PC games that was ported to almost everything with any sort of popularity at the time and, surprisingly, this mostly includes game consoles. It’s not worth going into the subtle differences between the DOS, Amiga, and FM Towns ports, for instance, but here are a few of the more interesting ones:

The Tiger's Claw bar - PC
“The Tiger’s Claw bar – PC”

The Tiger's Claw bar - SNES
“The Tiger’s Claw bar – SNES”

The Tiger's Claw bar - 3DO
“The Tiger’s Claw bar – 3DO”

Starting on the low end, believe it or not Wing Commander and, separately, the first Secret Missions campaign, were released for Super Nintendo Entertainment System. This version sports some drastic differences given the much lower resolution and limited color palette along with the memory limitations of the system – redrawn sprites for many screens, different cockpits, etc. That, and Nintendo made a variety of bizarre changes in the name of censorship. So it goes. Control wise the SNES version somehow manages to cram the most important keys onto the face of the joypad without too much trouble and given that the game was never super-smooth in the first place it doesn’t suffer too badly from being played with the system’s digital pad. All in all I was actually surprised at how well this version plays relative to the DOS original despite the limitations. Still, it does do some kind of funky things with limiting how many sprites are ever on the screen at once and making it so only one enemy is attackable at a time. Oh, and also no saved games! Humph.

Talking to Paladin - PC
“Talking to Paladin – PC”

Talking to Paladin - SNES
“Talking to Paladin – SNES”

Talking to Paladin - 3DO
“Talking to Paladin – 3DO”

Next up is the Sega CD port released in 1992. At a glance this version looks almost identical to the original PC release, the system’s smaller color palette aside (which is why its not pictured here, by the way.) This biggest difference in the presentation is the audio. Behold, this version is fully voiced! While I couldn’t describe the voice acting as “good” it is average 90s game voice acting which is at least adequate and honestly matches to tone of the game’s dialog pretty well. I can’t really recommend the Sega CD version, however. First, like most Sega CD games there is some considerable loading between screens and, more troubling, general, fairly consistent slowdown in the missions themselves, similar to that experienced on the PC when there is a whole lot on the screen at one time. They were obviously really struggling with system resources when they ported this one – the sprites are also noticeably lower quality than other versions. It’s not terrible but both issues certainly take away from the experience. Worse are the controls – unlike the SNES port, the Sega CD version has you struggling with an unintuitive selection of button and direction pad combinations for even some of the more basic actions. Ugh.

Finally, we have 1994’s “Super Wing Commander” released on 3DO and later MacOS (I tried out the 3DO version.) Bizarrely, this version completely overhauled every aspect of the audio and video presentation of the original game while keeping the original gameplay more or less perfectly intact. The graphics have this gritty, semi-realistic painted look to them that looks very cool in my opinion. I kind of wish this wasn’t an evolutionary dead end for the series, as the closest other games in the series ever got to looking like this was probably 1993’s Privateer. Not only were the graphics a completely different style, but the basic designs of everything, and I mean EVERYTHING, from the characters to the ships themselves, were totally different. For this reason most hardcore Wing Commander fans pretty much loath this version. While I like a lot it myself, I’ve got to admit that the new cockpits are pretty damn ugly and I would have rather just seen new depictions of the old designs done in this new style. A bigger sin to me are the rare moments when the game breaks out of in-engine cutscenes to switch to terrible pre-rendered CGI. I know CGI was really in vogue at the time, especially with CDROM titles, but these really should have been left on the cutting room floor.

Rapier facing the Tiger's Claw - PC
“Rapier facing the Tiger’s Claw – PC”

Rapier facing the Tiger's Claw - SNES
“Rapier facing the Tiger’s Claw – SNES”

Rapier facing the Tiger's Claw - 3DO
“Rapier facing the Tiger’s Claw – 3DO”

The voice acting for Super Wing Commander is totally different than the Sega CD version as well, not necessarily better or worse, just different. Still likeable in a “terrible mid-90s FMV game” sort of way although most people seem to prefer the ones from the Sega CD version. The biggest compliment that I can pay this version is that it looks and plays incredibly smoothly when it comes to space combat itself – the ship and other space object sprites seem to be higher resolution and scale a lot better and the framerate feels higher and more responsive than virtually all of the other versions I tried. Still, it also suffers from the same terrible control issues as the Sega CD port – too many keys but not enough buttons on the 3DO’s joypad to easily map them too. I suppose if you got creative with a macro program you could mimic the PC version’s controls while playing via an emulator but playing this on an actual 3DO in the 90s much have sucked. Interestingly Super Wing Commander contains both of the Secret Missions campaigns and even some unique bonus missions (often referred to as Secret Missions 1.5 due to falling between the other two expansion packs in the timeline of the series.)

Divisive as it might be, of all of the console versions this would without a doubt be my desert island pick… as long as I had a map of the ridiculous controls to reference.

As for the documentation, this game’s lauded “Claw Marks” manual and the other “feelies” included (ship blueprints, mainly) come in PDF format with any legit version of the game. Reading it isn’t required (but is useful for getting around the copy protect if your version has it!) but is highly recommended due to the large amount of additional game fiction and other information (including combat tactic hints, details about technical specifics of Confed AND Kilrathi ships, etc.) it presents. Due to Wing Commander’s active fanbase this documentation, along with other fan compiled information and FAQs, is also readily available at innumerable sites online without too much searching. The excellent Wing Commander CIC fan community is a great starting point.

Sequels and Related Games

Not too long after the release of the Secret Missions 2 expansion in 1991 Wing Commander II: Vengeance of the Kilrathi was released. More on exactly what that brought to the table in a future review, I hope. The famously free roaming take on the formula, Wing Commander: Privateer was released in 1993 just before the highly praised full motion video juggernauts Wing Commander III: Heart of the Tiger and Wing Commander IV: The Price of Freedom were released in 1994 and 1996 respectively. There were a few more spin offs and sequels along the way too, such as Wing Commander: Academy and Wing Commander: Armada, and of course the last proper game of the series, 1997’s Wing Commander: Prophecy. Again, I hope to touch on these games in much more detail in future reviews.

Origin also released Strike Commander, Pacific Strike, and Wings of Glory in the mid 90s which are directly related to the engine and gameplay of Wing Commander, Chris Roberts being heavily involved in the first. Outside of Origin Systems, there were Starlancer and Freelancer, which Chris Roberts was directly involved in and were certainly a continuation of some of the themes and gameplay of the Wing Commander series. Then there’s the currently in-production Star Citizen which has certainly been causing waves if nothing else.

What victory looks like up close.
“What victory looks like up close.”

I feel comfortable saying that virtually every other game in the space flight combat genre has been influenced by Wing Commander and its successors. You really need look no further than the homebrew and modding communities to see just how influential the Wing Commander series was to many of us. There are an incredible amount of unofficial Wing Commander games and total conversion mods for other engines out there and the list continues to grow. Still, as almost all of these are more influenced by the mechanics and presentation of later games in the series I don’t think I’ll go into detail on any particular one of these here. Impressive, though, no doubt.

Closing

Wing Commander was an extremely important game in the history of PC gaming and marks an intriguing intersection between the simulator inspired mechanics of older, more niche computer games and the slick audio and video presentation that would become the norm in modern gaming. While it’s aged relatively well in most respects it’s probably only worth going back to if you’re comfortable with what you’re getting into when you launch off of the Tiger’s Claw: not much in the way of story, repetitive, often unfair missions, and less than stellar flying. Otherwise, later games in the series and other, later space flight combat games borrowed extensively from this game and built upon its shortcomings, making for surely more entertaining visits to the past. Even so, it would be very easy to justify Wing Commander’s place in the 1990s PC gaming time capsule as an absolute classic.

I always do a ridiculous amount of research when I do a retro review and I chuckled quite a bit from this tidbit of a review of Wing Commander from the UK’s PC Plus magazine: “Combat is resolved by locking into the target, centring a cross in the Head Up Display (HUD) crosshairs, then engaging the autopilot.” Ha! While the game doesn’t allow you to autopilot away when there are enemies around, if you could I can’t imagine that strategy would win you too many gold stars…