First of all, hats off to the team. You have arguably put an admirable amount of effort into Tenebra, and I have read nothing but positive reviews so far. It seems that, for the majority of players, you have hit the nail on the head with your design decisions. That said, it's nigh impossible to please everyone - so here I'll voice my disgruntled minority opinion
Blue Planet forgot Blue Planetaka FSF's Tenebra reviewBack in 2007, when Age of Aquarius was first released, it was immediately a smash hit. It was the first mod to bring a truly epic (in the true sense of the word) story into FreeSpace, a greater-than-life story of hope, despair, courage, self-sacrifice, perseverance, forgiveness - and even love. It was, if you will, the Lord of the Rings of FreeSpace modding. It was, and still is, a compelling mod that really draws its players in. After the climax that was Universal Truth (yes, that title was in AoA too) and the second passage through the Sol node, who didn't feel the rush of joy and relief when that non-GTVA, but definitely Terran frigate showed up and hailed us? Only to have all of our hopes and dreams shattered, no, pulverized mere moments later. That sequence left me in shock and horror for the rest of the day.
Then came the first release of War in Heaven. If AoA was the Lord of the Rings of FreeSpace modding, WiH:R1 was the Saving Private Ryan, the War Horse, the - damn, I don't watch enough war movies to make a proper comparison. Where AoA was a story of mystery and 'divine' intervention ('divine' meaning Kardashev type 3), WiH:R1 was a decidedly human story of war and the horrors it brings. What it did have in common with AoA, though, was the immersion into the story, now even more accentuated by the splendid narrations of life outside the cockpit. I have vivid memories of Kassim collapsing under the emotions, but also of zero-G sparring in a storage room, and of course paragliding through Valles Marineris. I felt part of the story. I felt the rush of relief when those two Jupiter Fleet Narayanas chased the Atreus from Rheza Station (in Darkest Hour). The triumph when we captured the GTL Agincourt. The despair when we found out how Steele was pulling the Vasudans into the war. Hell, I actually cried while the Indus was falling into the sun. And after playing, I had the feeling that I had caught a tiny glimpse - first-hand - of what a real war is like.
Then, War in Heaven: Tenebra. Continuing the movie analogies, this mod would best be compared with... any Michael Bay movie. No character development? Check. Contrived coincidences? Check. Gratuitous pyrotechnics? Check. Whimsical decisions about the fate of thousands? Check. Saving the goddamn Earth? Check! Now, the tropes in themselves would be acceptable, if there was a good storyline to back them up... but I missed that, it was nowhere near the quality of the previous releases. Let's do a thought experiment. Take a campaign in mind, keep its first and last mission the same, and shuffle all the others in random order. Try this with AoA or WiH:R1; their carefully constructed plotlines collapse like a house of cards. Now try it on Tenebra... does it make a difference? Does it really? Don't you have the feeling that, for instance, the Gef habitat mission could have been put somewhere else, or even removed entirely without affecting the story whatsoever?
Which brings me to my main gripe about Tenebra. It is arguably the most 'unconventional' Blue Planet yet: the player flies capships, commands fleets, organizes defences, and much more. Oh it's fun, definitely, and admirably well-executed... but I feel all this came to the detriment of the story. Hell, I'm willing to go out on a limb and state that the only missions that truly advanced the story were the first and the last ones. The first one to set the 'special ops' scene, and Universal Truth because it contains all the story of the entire act, as if to make up for the lack of plot in the previous missions. (Seriously, that was a *lot* of information in a *very* short time...)
And along with the story, out went that immersion, those grand emotions from the previous releases. We hardly get to know our wingmen at all - did you notice they are never even properly introduced? Noemi starts bad-mouthing to - was it Vidaura? - right in the first Dreamscape, and I have no idea why. Daily life on the Masyaf was a mystery too. Apart from a few allusions to showers and barbecues, all we get to see is the Dreamscape and our cockpit. Surely the Fedayeen are people too? They must have their own personalities, gripes, conflicts, inside jokes, funny walks for all I care. So why don't we get a taste of it? The Dreamscape was interesting, but not worth a fraction of the vivid narrations in WiH:R1. Honestly, even retail FS2 did a better job of drawing the player in - in Tenebra, I really felt as if I was fighting someone else's war.
Overall, I would rate Tenebra as the worst Blue Planet yet. In my eyes, the best part of Blue Planet was always its epic (in the true sense of the word) storyline, and its supreme narration that really draws the player in. In Tenebra, it appears as if Blue Planet has forgotten this critical element of Blue Planet. Tenebra did a very impressive job of combining capship command, turret defence and real-time strategy with our beloved old space-sim - but still I hope that the next release will return to the forefront what made the mod so great: its story.