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Wednesday, June 12, 2024

Whale's Voyage: Forbidden Seas and Barbarous Coasts

 
The game prevents me from returning to my ship, and thus saving.
       
The game begins with the crew of the Whale still on Castra, a little less broke than last time. We returned a missing child, foiled the mugging of a resident, foiled our mugging, and got a mission to bring a heart to a shady-sounding guy named "Jack Nock" on Lapis. But other parties are apparently interested in the heart, and at the end of the last session, they slaughtered us, forcing us to do most of the above a second time. I later ended up doing it a third time because all my money disappeared for reasons I can't explain.
   
The secret to winning the battle is to run away. The attackers' party of four breaks up, with its members wandering off individually, allowing us to engage and kill them one at a time. For some reason, my soldier (Mapple) turns out to be terrible with the shotgun, but either he or Starbuck (bounty hunter) does fine with their bare hands, particularly since we can just wait and heal between battles. Slowly, we kill them all. They don't leave any visible items behind, but fortunately I think to search the area anyway, as each one of them drops a small-bore gun. 
       
Divide and conquer.
    
The combat system shows how bonkers this interface is. As we discussed last time, only one character can fight at a time. If that character isn't the "targeter," you have to enter the bottom interface (SPACE-DOWN ARROW), arrow to the character's name, hit SPACE, arrow to the "Select" icon, and hit SPACE. If there's only one person in front of the party, he'll be automatically selected. Then you have to back out of this menu with the LEFT ARROW to the main screen, then arrow to the little button to the right of the character's name (which shows a symbols specific to his class), then hit SPACE, then arrow to the "Attack" button, then pound away at it with SPACE until the enemy is dead. Woe the character who doesn't already have his preferred weapon equipped, as this is another whole deal. It's hard to believe that anyone designed this purposefully. My two biggest problems are:
 
  • Identifying what's "selected" on the interface panel. The only indication you get is a thin border around the button, that kind of "blinks" by changing colors, but I can barely see it.
  • Because I can't see the selection border easily, I'm always going to the arrow keys so I can see it moving and thus get a lock on it. But if you accidentally hit the UP ARROW while in the top row of the interface, you end up leaving it (arrow keys now move the party), so you have to get back into it again.
       
Which of these three guns is currently selected? Easy for you, not so much for me.
      
I'm sure the excuse for all of this is wanting the player to be able to use the joystick exclusively, but that doesn't justify a lack of keyboard backups for these commands. And why, in the name of all holy, would you not put a target selection button on the combat screen? I don't advocate or applaud physical violence lightly, but someone honestly deserves to be slapped for this.
     
After we've killed the four assassins, we return to the shop counter. Their guns are worth over $13,000, so I sell one and buy a compass, a toolkit, and a room scanner, just because they all sound useful. We then beam up to the Whale.
      
One gun buys enough fuel to make it to another planet and back. What a weird economy.
      
As I mentioned last, the interface on the ship lets you buy or sell goods, buy equipment and fuel for the ship, plot a destination, and make a phone call. At first, I thought the first options were for personal items for the party because the options include "Light Weapons" and "Ammunition." I see now that these options are trade goods. I note the prices for Castra, but I'm not sure if they change from time to time. Amusingly, one of the trade goods is "computergames," and the icon shows the box cover for Whale's Voyage.
    
It's nice to see that computer games haven't experienced much inflation in 300 years.
        
The star chart shows six planets in this system: Lapis, Arboris, Castra, Sky Boulevard, Nedas, and Inoid. Lapis is closest to the sun and requires 728 fuel units. I buy 5,000.
       
Purchasing fuel.
      
Before I leave, I note the phone panel and decide to try to call George McGil now. Maybe one of the "high tech tools" is something I can use to shrink Greg Morgan, although that still sounds like an unnecessarily complicated way to smuggle someone off-planet. Sure enough, McGil offers to send us a Shrinking Device via "3D fax." He advises us to "use it with care and keep the CD safe!" What CD?
    
I guess the developers anticipated 3D printing.
    
I don't know if that means we have the Shrinking Device or just the means to print it somewhere. I return to the surface and go speak with Greg Morgan, who has nothing new to say. But then I notice a new icon over in the left scroll wheel, the same place that the missing girl stored herself. This seems to be a "quest items" part of the interface.
   
My new option does suggest some kind of shrinking, so I try it. As Morgan disappears, he says, "Take care of this heart and bring it to Jack Nock. Bring me on that CD to Jack Nock. He knows what to do." A CD (compact disk) is barely visible in the corner after he disappears. I pick it up. How does he know Jack Nock? How does he know about the heart? How did McGIl know about the CD? Is everyone just into each others' business on this planet? Looking at the CD tells us that: "This is the compact disc which you used to shrink Greg Morgan. He is still stored on this disc." So I guess it isn't so much a Shrinking Device as one that turns a person into data?
   
We beam back to the ship and finally prepare to leave Castra for Lapis. The profile in our computer tells me that the planet is very poor and only exists because of its wealthy titanium mines. 
     
That's one hell of a planetary alignment.
       
No sooner have we left orbit than the game informs me: "Whale under attack and ambushed by avaricious buccaneers!" Given that I have no weapons, I don't like my chances in this battle. Space combat takes place on a large grid, and the manual assures me that if I can reach the edges of the grid, I can flee. Worst case, I can surrender and I'll lose all my cargo, which is empty. I try to flee, since I can't even see the enemy. I choose the "Turn Left" button, and the game responds, "Whale destroyed!"
      
I guess I committed one of the classic blunders: turning left in space combat.
         
On a reload, we don't encounter the pirates this time, and we make it safely to Lapis. Before beaming down, I note the sale prices of their goods. They don't have a lot of overlap with what Castra was selling, but of course they might be willing to buy Castran goods. I need to track buying and selling prices separately, I guess.
  
We beam down to Lapis. The planet is reported to have no oxygen and to have an average temperature of 400 degrees (F). None of this is reflected in the characters' experience in the town. Maybe it's in a dome or something. Overall, the area is 25 x 10, a little smaller than Castra, but with just as many locked doors. I keep annotating them even though I suspect they're just for flavor and there's no way to open them.
 
Lapis.
           
The interiors of the buildings that aren't locked all look like morgues, with compartments in the walls and long tables. Stones are everywhere, indoors and outdoors. I wonder if I can sell them.
      
This probably has some mining explanation, but I can't figure it out.
     
There are a few NPCs wandering the town. John Sac tells us that it's hard working the mines; Baumann says he's collecting taxes; Kruger tells us about a new disease called Hypo-Coco; G.J. Styx just keeps asking us for money (there's no way to give money that I can discover). A guy named Ferdinand runs a shop selling tools and explosives.
  
We find Jack Nock in a building in the north-center part of town. He takes the heart and gives us 100,000 credits. When we give him the disk, he says he can reverse the shrinking. Once he does so, he shouts, "This man is a traitor!" Greg Morgan starts blasting us from behind and has soon killed three party members. I really hate how the game keeps surprising us with combat.
      
"Reshrink" isn't the word I was looking for.
     
It takes a few reloads before I can kill Morgan, and even then, it's with one character dead. I take the party to the healing/resurrection chamber in town, which consumes about a third of the credits that I just earned. I return to Jack Nock, who tells me that Morgan was a spy and I "saved the heart," which is intended for an "important man." We try to ask him other things, but he keeps telling us he's busy and will be back in an hour. We make a couple loops around town. I verify Ferdinand won't buy rocks. I buy a machete. Nock still keeps telling us to come back in an hour. Does he mean real time? Time doesn't actually pass in this game.
       
You can't "be back" if you never leave.
       
I try to beam up to the ship to save, but the game says that I can't because the beam is being disturbed by a "beam-blocker." 
   
Eventually, we return to find Jack Nock not just dead on the floor, but comically positioned with his legs straight up in the air. Krueger is wandering around the building, but I don't know if that means anything. We examine the body and find a piece of paper, which causes my leader to level up. I take the "Disarm Selected Opponent" skill.
     
Or he's got one bastard of a yoga routine.
     
The piece of paper has a number on it, but I still can't beam up to the ship to call it. Eventually, I have to quit the session. I'll have to re-do it all again next time. That seems like the theme for this game.
      
Miscellaneous notes:
    
  • I like that you can get a textual description of all your inventory items. I enjoy reading these so much that I made it a point on the GIMLET, but hardly any game ever gets to claim it. Might and Magic VI through VIII remain my favorite games for these descriptions.
      
I wouldn't mind if it had exact damage statistics along with the description, but one thing at a time, I guess.
     
  • I have no idea what the image on the right side of the interface is showing me. I think it might just be some generic view of the current planet. I also don't know what the (empty) bars in the upper-right are for.
  • NPCs frequently block your passage. It takes them a long time to move out of the way.
  • Several times this session, I had to reload because all my money disappeared for no reason. I had to make one of my characters the "merchant" so I can keep an eye on it.
       
The game makes me think of what you would get if you crossed MegaTraveller with the weird cyberpunk aesthetic and combat system of B.A.T. There's an economy of dialogue and storytelling here that borders on the surreal. I honestly don't know whether to regard it as intentional. I'm certainly not going to get very far if I keep experiencing problems like disappearing money and inability to return to the ship.
     
Time so far: 5 hours
Playing out of: Confusion
 

30 comments:

  1. AlphabeticalAnonymousJune 12, 2024 at 1:36 PM

    I don't know whether I'm in the right mood or you're just really on your game (so to speak), but I laughed out loud at least three times while reading this:

    1) I choose the "Turn Left" button, and the game responds, "Whale destroyed!"
    2 he says he can reverse the shrinking. Once he does so, he shouts, "This man is a traitor!" Greg Morgan starts blasting us from behind and has soon killed three party members
    3) You can't "be back" if you never leave.

    Also, I now feel the urge to have the line "We have got a man shrinked on that CD" printed on a T-shirt.

    Surreal indeed. Without the interface issues and bugs it sounds like a game I would like to play! I never played B.A.T., but the MegaTraveller influence continues to be unmistakable. Thank goodness the combat here seems at least a tad better.

    ReplyDelete
    Replies
    1. "Turn left" leading to "Whale destroyed!" made me laugh out loud too. The game in general seems rather comical. Hopefully the glitches/issues aren't too problematic as I would enjoy seeing this one played to its conclusion.

      Delete
    2. I don't recall encountering any pirates *that* early on. Usually you'd get some time to do a bit of trading and building the Whale up, before they start to emerge.

      Improving the Whale can get a bit annoying, if only because you can't see the condition of all your installed upgrades at once.

      Delete
  2. I think the Whale is one of the best looking spaceships in the entire science fiction genre. It might well be the best thing about the game.
    The sequel fixes a lot (not all) of the interface issues, so it's likely due to lack of time/polish in this game.
    Losing your money might actually be due to not designating a merchant, but that would be pretty harsh. I've never experienced it in the sequel, but I did have a designated merchant all the time.

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    Replies
    1. Since I did designate a merchant, I don't think it's happened, so you might be right about that.

      Delete
    2. This might be moot now at least for the money, but are you sure you did indeed lose all of it? The way I read it, the Merchant role just results in the number of credits being -visible-, which does not automatically mean they are gone if not shown. Same as apparently e.g. with the "Weigher" showing the weight each character is currently carrying (I understand the weight and its effects are still present even without having assigned that role) or the "User" resulting in the temperature and oxygen levels (which you mention in the Lapis description above) being displayed in the gauges at the top right of the screen.

      Now, why someone would consider having to explicitly assign such roles to display basic gameplay information as necessary or even a good idea is another question altogether... .

      Delete
    3. I don't see how the money could be invisible but still present, but in any event, i mostly found out by going into shops and being told I had 0 credits.

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    4. Same as the weight of inventory and temperature & oxygen are present, but not shown, I thought. Anyway, weird mechanic. So, if you don't designate a "Weigher", you'll lose weight? ;-)

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  3. My assumption for why the controls are the way they are is that the developers considered joysticks the only way to game, and so made a game that's only supposed to be played with one. I wouldn't be surprised if keyboard controls were only added because they didn't want to limit their sales to only joystick owners, as opposed to it actually being a viable way to play... not that I'm saying it'd play much better with a joystick

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    Replies
    1. This design feels like it was made by people who played mostly (or only) on a Commodore 64. I haven't seen methods like this (press and hold button, move stick down) anywhere else.

      Delete
    2. Which amazes me for a 1993 game. I would've expected this in the 80s but not this far into the 90s. Combined with no mouse support this is really strange, like they began developing in the 80s and didn't bother to update the control scheme later.

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    3. The C64 had a longer livespan in Germany and probably Austria, but Niki Laber wrote a book about Amiga programming back in 1991, so I doubt he had the C64 in mind when developing this.

      It's more likely that it was made with the CD32 in mind as mentioned below, although the console only appeared on the market half a year after this was released for the Amiga.

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    4. It would be interesting to see if there's an interview anywhere where the devs talk about it.

      That said, it's not unusual for an Amiga game to have this kind of control system, there are a lot of action games that played like this, and frankly it's very annoying unless it's a fighting game or something.

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  4. "I don't know whether I'm in the right mood or you're just really on your game" Could be both, but I think this one was particularly good. Sort of a bemused tone.

    This game falls into the zone where I wasn't playing games. I took a Mac to college with me in 1987 and there were scant opportunities for gaming both because of the platform and my schedule. I actually bought a computer around the time Baldur's Gate came out because a friend with whom I'd played D&D told me about it. I suspect the interface would have turned me off regardless but it's an interesting game and I'm enjoying the coverage.

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  5. Those two empty gauges look like `T' and `O' -- temperature and oxygen?
    Regarding the interface, I was under the impression that it was made for the Amiga CD32 controller instead of a keyboard.

    ReplyDelete
    Replies
    1. That would explain a lot...an early example of what became today's standard e.g. developers making their games as console friendly as possible and as a result sometimes painfully to play on PC.

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    2. Those two empty gauges will stop being empty as soon as you assign someone as a "User", as the manual clearly states.

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  6. Inspecting weapons and getting descriptions: [Na SND ba Tnzrfcbg qrfpevorf bar bs gur punenpgre fxvyyf nf 'Vqragvsl Jrncba – Fubjf lbh fgngf n jrncba unf. (Lbh pna purpx va gur zrah)'. Qb lbh unir gung fxvyy?]

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  7. > It's nice to see that computer games haven't experienced much inflation in 300 years.

    Honestly, 2000x inflation in 300 years means less than 2.6% per year, a very good value. For comparison, after the gold standard was abolished the price of a Campbell's Condensed Tomato Soup tin went from $0.10 to $1.00 in less than 50 years. If the trend continues it will cost one million dollars in year 2324, though there will probably be some redenomination before then.

    (Sorry if I made again a comment on a tangential topic, but this is really not my kind of game).

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    Replies
    1. If you start nitpicking the prices and inflation rates, I'll just remind you that there is such thing as "denomination", where you exchange, say, 1000 old Francs for 1 new Franc.

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    2. I know, that's literally what I wrote :-)

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  8. I just checked both, and I think you may want to go with CD version instead for two reasons.

    Firstly, the floppy version has only one save slot. CD version has eight (don't ask me why).

    Secondly, CD version has, believe it or not, different dialogue options.

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    1. PS. Save files are transferrable between the versions; you just need to copy the contents of OLDGAME folder from the floppy version into one of the folders in the CD version installation folder.

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  9. "Exact damage statistics" appear on the weapon screen once someone in the party uses "Identify weapon" skill on the weapon in his/her inventory.

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  10. Interesting and surreal game for sure. Conflating shrinking/digitising someone continues that vein of weird.

    Have to say I quite like the art in this game. The chunky UI looks nice even if it plays badly, and the sci fi visuals work for me

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    Replies
    1. Maybe dialogue about the CD was originally written using words meaning 'compression'? Reducing someone's size and reducing the storage space of data have that vocabulary in common.

      Delete
  11. I seemingly can't get warm with sci-fi crpg's, it's like going through the same motions, but without all the charm and imagination of fantasy.

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    1. That's generally how I feel except for a few exceptions--and those exceptions tend more towards "space fantasy" than sci-fi specifically.

      Delete
  12. If the control scheme *was* designed for the CD32 pad, it wasn't designed very well. The CD32 controller had four "fire" buttons, two shoulder buttons, and a central "select"-type button. They could have made much better use of that selection, if the CD32 was indeed the target system.

    ReplyDelete

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