Crooked Bee
(no longer) a wide-wandering bee
CONTENTS:
update #0: Intro
update #1: Our party
update #2: Interface basics
update #3: Castra, a planet of trash, lost kinds, and fire hydrants
update #4: Castra, Part 2: Hearts! Compass! Shrinking!
update #5: Lapis: Of Hearts and Traitors
update #6: Inoid
update #7: Lapis to Nedax: Revolution, ho!
update #8: Nedax: Aqua and Necth
update #9: Back to Lapis: Oops
update #10: Sky Boulevard
update #11: Louis 17: Vibrators and Red Sardines
update #12: Mothership Zeta
update #13: Kill Them All and Blow It All Up
Hello again, my dear readers! I bet those of you who've been following either of my two other LPs -- 2400 A.D. or Dark Heart of Uukrul -- have been expecting me to instantly go back to Uukrul after beating 2400 A.D., and rest assured I will go back to it; in fact, the next update will be up in a couple of days. BUT. I've been feeling really bored in the last few days and didn't feel like doing the real-life assignments I really had to do, so now it's payback time -- I'll have to spend this weekend working my little ass off. To make that routine a bit more bearable, I've decided to start this thread. I hereby declare a mega-LP-project -- an LP of Whale's Voyage and, hopefully, Whale's Voyage II: Die Übermacht -- started, yay! As always, I make no promises regarding the update rate or general fate of this LP.
To me, the only reason to replay Whale's Voyage, a sci-fi space-trading sim/RPG hybrid, is nostalgia. I first played the game, if my memory isn't playing tricks on me, in 1996; it came on an "unofficial" CD containing also, among other things, the German version of Whale's Voyage 2: Die Übermacht. I played both games extensively back then and liked them a lot, even if, being too young, I most probably didn't beat them. Since then, I haven't replayed them -- in fact, I totally forgot about their existence until someone mentioned the game here on the Codex not long ago (was it Black Cat? or Fowyr?) -- and I'm not really sure the game holds up well gameplay-wise. And having now read a Home of the Underdogs user review of the game, I am in fact pretty sure it does not. Still, Whale's Voyage is certainly atmospheric, and the character generation mechanics is one of the most elegant (if wacky) I've ever encountered, so why not give the series a spin? A slow, really slow spin. To satisfy Fowyr, Azira, torpid, and other faithful followers of my Uukrul LP, I swear I'll be making two or more Uukrul updates for every single update of this new LP.
In Whale's Voyage, your goal is simple: to get back home. No epic Shepperds here, for better or for worse. There is a "galactic twist" to the story, but it's more of a side-thing, a means to your own, very personal end. To accomplish your goal, you need, first, to make money and, second, to battle enemy spaceships (yup, this game has space combat) as well as regular on-ground enemies in a familiar RPG fashion. Both space and land combat are turn-based, iirc, and the planet exploration is done in first-person view. (You can check out the screenshots on Mobygames if you want to.) There is some degree of complexity to the game: there are diseases, weapons need magazines, the Whale -- your spaceship -- consumes fuel, some goods need to be refrigerated in order to be preserved, and for that, you'll need to upgrade your ship with a refrigerator device, etc. Oh, and you start out poor, really short on money. Also, according to the manual, there are 6 planets in total -- not many, of course -- but different planets have different looks, which creates a nice atmosphere, and whenever you choose a planet to explore, you are given a planet description, in a manner which most of you will find familiar from the Mass Effect space action series.
Another nice twist on the beaten RPG exploration mechanics present in this game is, you must assign "duties" to each character in your party, to choose if that character will be a Leader, a Scout, a Closer, a Targeter, a Merchant, a Weigher, a Joker, or a User. More on that later, as we start exploring. Naturally, a character can end up dead, in which case he can be resurrected -- for a price.
Your background story is no less simple than your goal: it looks like you, a crew of four, have bought a new ship to get home to Earth on; but you've been cheated, the ship is falling apart and running out of fuel. So what do you do now? Trade and fight, fight and trade! Rinse and repeat.
Background Story:
Whale's Voyage is a sci-fi RPG, and no sci-fi game can do without a clichéd political background -- you know, to set the context and all that. So here it is.
Political Background:
There is no introductory cutscene in Whale's Voyage -- in contrast to Whale's Voyage 2 -- there are only credits. There is a brief cutscene-like intro on the CD version of the game; I'll post it later. After the intro you choose a New game...
...and proceed to a character creation screen. And it is here that you, dear readers, can come into play! But let's go through the process first as I explain things to you. The character creation is pretty fun in this game, even though your initial reaction will probably be WTF IS THIS SHIT or something not far removed from that.
So yeah. You think those above are male character portraits? Well, think again! The thing is, when you choose to Create a character, you are indeed requested to choose from among those portraits. But the quirk is, you choose not your character, but...
...his or her father!
Once you've chosen one, you then proceed to choose...
...yeah, you've got it right, his or her mother! Once you've done so -- well, a baby appears! And you are the baby.
The sex is, from what I've gathered, chosen randomly; or maybe it is fixed depending on the mother and the father you choose, I don't really know. The thing is, when you choose the parents, you don't yet know the sex of the child; oh thoseGermans Austrians, they really have a weird sense of humour.
Now you must choose a name for the baby; I choose "Test subject" as it is kinda appropriate given the circumstances. And now the real part begins.
The baby is (in part randomly, in part depending on the parents) given certain stats AND a "mutate ratio". The stats aren't explained in the manual, but they are supposed to be self-explanatory, I guess. There are, as you can see, six attributes: Strength, Intelligence, Speed, Mental Energy, Skillfulness, and Health. Our Test Subject is clearly a born "mental" character, with high Intelligence and Mental Energy, but her Strength isn't too bad either, really.
The trickiest part here is, however, the Actual Mutate Ratio, which is 8 for this character (this number also changes from character to character). You can add these 8 points to any of the character's initial stats to improve them, but there is a MAJOR drawback to spending all the mutate points! Let me quote the manual.
That done, you proceed to the next screen, in which you must choose a Primary School the character will attend:
For every character, you are given a story of her childhood (see the top part of the screenshot), which imposes certain limitations on or, on the contrary, opens up new perspectives for the character's education. In this case our dear Test Subject certainly had a pretty bad and unhappy childhood; she's poor and low-class, and so can't enter the two greyed-out primary schools.
The available primary schools are as follows:
The important thing here is that every school improves certain stats of the character; the exact outcome for each school isn't described in the manual, so you must simply rely on common sense depending on the direction you want the character development to take.
Then you must choose a high school/university:
Here, some options are again greyed out depending on your stats, childhood, as well as the primary school you chose to go to earlier. Choosing a high school means choosing the character's profession, which is the most important thing as it determines his or her character class.
Meaning there are six available classes in total: Soldier, Medic, Monk, Psionician, Biochemist, and Bounty Hunter. The party only has four characters, however, meaning you can't have everything at once.
I've chosen the Cybertech Mental School and then the Psi Science Institute for our Test Subject, and she has turned out to be a pretty capable psionician:
Her speed, however, is very low, as are her skilfullness and health; her health is in fact a little too low, I'd say. That would probably have been different had we chosen a different primary school for her, say, the General Primary School or even a streetkid childhood.
And now it's ----
update #0: Intro
update #1: Our party
update #2: Interface basics
update #3: Castra, a planet of trash, lost kinds, and fire hydrants
update #4: Castra, Part 2: Hearts! Compass! Shrinking!
update #5: Lapis: Of Hearts and Traitors
update #6: Inoid
update #7: Lapis to Nedax: Revolution, ho!
update #8: Nedax: Aqua and Necth
update #9: Back to Lapis: Oops
update #10: Sky Boulevard
update #11: Louis 17: Vibrators and Red Sardines
update #12: Mothership Zeta
update #13: Kill Them All and Blow It All Up
Yet another solid Amiga RPG that failed to make a splash on the PC, Whale's Voyage recounts the voyages of the Whale, a curiously-named spacecraft, as its crew make a frantic effort to return to Earth. The game puts a new twist on character creation, as you can not only adjust the statistics each of your 4 crew members, but also the "mutation rate" which enhance their abilities but make them more susceptible to diseases. It's a fun space trading / exploration RPG that recalls Planet's Edge but with more emphasis on trading than combat.
Hello again, my dear readers! I bet those of you who've been following either of my two other LPs -- 2400 A.D. or Dark Heart of Uukrul -- have been expecting me to instantly go back to Uukrul after beating 2400 A.D., and rest assured I will go back to it; in fact, the next update will be up in a couple of days. BUT. I've been feeling really bored in the last few days and didn't feel like doing the real-life assignments I really had to do, so now it's payback time -- I'll have to spend this weekend working my little ass off. To make that routine a bit more bearable, I've decided to start this thread. I hereby declare a mega-LP-project -- an LP of Whale's Voyage and, hopefully, Whale's Voyage II: Die Übermacht -- started, yay! As always, I make no promises regarding the update rate or general fate of this LP.
To me, the only reason to replay Whale's Voyage, a sci-fi space-trading sim/RPG hybrid, is nostalgia. I first played the game, if my memory isn't playing tricks on me, in 1996; it came on an "unofficial" CD containing also, among other things, the German version of Whale's Voyage 2: Die Übermacht. I played both games extensively back then and liked them a lot, even if, being too young, I most probably didn't beat them. Since then, I haven't replayed them -- in fact, I totally forgot about their existence until someone mentioned the game here on the Codex not long ago (was it Black Cat? or Fowyr?) -- and I'm not really sure the game holds up well gameplay-wise. And having now read a Home of the Underdogs user review of the game, I am in fact pretty sure it does not. Still, Whale's Voyage is certainly atmospheric, and the character generation mechanics is one of the most elegant (if wacky) I've ever encountered, so why not give the series a spin? A slow, really slow spin. To satisfy Fowyr, Azira, torpid, and other faithful followers of my Uukrul LP, I swear I'll be making two or more Uukrul updates for every single update of this new LP.
In Whale's Voyage, your goal is simple: to get back home. No epic Shepperds here, for better or for worse. There is a "galactic twist" to the story, but it's more of a side-thing, a means to your own, very personal end. To accomplish your goal, you need, first, to make money and, second, to battle enemy spaceships (yup, this game has space combat) as well as regular on-ground enemies in a familiar RPG fashion. Both space and land combat are turn-based, iirc, and the planet exploration is done in first-person view. (You can check out the screenshots on Mobygames if you want to.) There is some degree of complexity to the game: there are diseases, weapons need magazines, the Whale -- your spaceship -- consumes fuel, some goods need to be refrigerated in order to be preserved, and for that, you'll need to upgrade your ship with a refrigerator device, etc. Oh, and you start out poor, really short on money. Also, according to the manual, there are 6 planets in total -- not many, of course -- but different planets have different looks, which creates a nice atmosphere, and whenever you choose a planet to explore, you are given a planet description, in a manner which most of you will find familiar from the Mass Effect space action series.
Another nice twist on the beaten RPG exploration mechanics present in this game is, you must assign "duties" to each character in your party, to choose if that character will be a Leader, a Scout, a Closer, a Targeter, a Merchant, a Weigher, a Joker, or a User. More on that later, as we start exploring. Naturally, a character can end up dead, in which case he can be resurrected -- for a price.
Your background story is no less simple than your goal: it looks like you, a crew of four, have bought a new ship to get home to Earth on; but you've been cheated, the ship is falling apart and running out of fuel. So what do you do now? Trade and fight, fight and trade! Rinse and repeat.
Background Story:
"Hey, Mike! Look at this!" John shouted to his friend. "There's some sort of liquid running out of the wall!"
"This ship really is a pile of rust!" replied his chum in horror.
"Looks like machine oil, kids," announced Frank, dipping his finger in the viscous, dark-brown liquid and testing it against his tongue.
"Ugh! It's oil from the hyperdrives," he confirmed, spitting out the trial drop disgustedly.
"Keep out of the hold unless you want another nasty shock," came a voice from the aft end of the ship. It was Sven, the fourth in the party.
To understand why these four are so agitated, we need to look a little further into the past - when they scraped together what little money they had, to buy themselves an impressive but remarkably cheap second-hand spaceship, a freighter to be precise. But as they later realised, their purchase was not quite the bargain they thought.
And now the helpless crew are marooned in a ship which is falling apart, at the end of the galaxy in a distant star system far beyond Earth. They are drifting in orbit around the planet Castra, as they can't afford the price of fuel ...
Whale's Voyage is a sci-fi RPG, and no sci-fi game can do without a clichéd political background -- you know, to set the context and all that. So here it is.
Political Background:
After the Great Revolution on Irada in the year 2291 by the Terran calendar, the war between humans and Iradians came to an abrupt end. Freedom had a beneficial effect on all the races involved. After more than a century, the enslaved Sanxons were able to form their own government again. The Iradian military class and the dictatorship which existed with their support were completely eliminated. Within 3 years, the Iradian Empire evolved into a democracy on the model of the United Continents. With Earth supplying economic assistance and waiving claims to war reparation, it took less than a decade to establish a free market and working democracy.
In 2035 the newly-established Union of Democratic Economies (UDE) decided to unify interstellar trade and form a new organistaion which would combine all known races into a single huge market. This Cosmic League, as it became known, set out to help the poorer populations such as the Iradians and Rexantas, by means of a single currency and universal manufacturing standards. Each planetary system was assigned a Central Government responsible directly to the League. These centres were combined in a federal fashion so that each could pass laws which would be binding on all members while within the respective planetary system. These laws and the results of their application were reviewed annually by General Inspectors from the League and corrected where necessary.
As time went by, the Cosmic League gradually acquired more and more power, with the result that on 1/1/2371 the League amalgamated with the governments of the separate Empires with the aim of forming an overall union. In the framework of this organisation, the terrestrial solar system had lost its central position, as Sol was located at the edge of one of the spiral arms of the galaxy. The government and the League's headquarters moved to a planet which had hitherto been uninhabited and was known simply as Z-1.
Some years later an experiment was started on Earth to re-establish the natural cycles of atmospheric regeneration. Since 2087 work had been in progress to cleanse the air and correct the oxygen deficiency resulting from the imbalance of the biomass. By the application of a new process given the name Genesis II, it was envisaged that the natural proportions of oxygen and C02 breathers would be restored over a 50 years period.
...and proceed to a character creation screen. And it is here that you, dear readers, can come into play! But let's go through the process first as I explain things to you. The character creation is pretty fun in this game, even though your initial reaction will probably be WTF IS THIS SHIT or something not far removed from that.
So yeah. You think those above are male character portraits? Well, think again! The thing is, when you choose to Create a character, you are indeed requested to choose from among those portraits. But the quirk is, you choose not your character, but...
...his or her father!
Once you've chosen one, you then proceed to choose...
...yeah, you've got it right, his or her mother! Once you've done so -- well, a baby appears! And you are the baby.
The sex is, from what I've gathered, chosen randomly; or maybe it is fixed depending on the mother and the father you choose, I don't really know. The thing is, when you choose the parents, you don't yet know the sex of the child; oh those
Now you must choose a name for the baby; I choose "Test subject" as it is kinda appropriate given the circumstances. And now the real part begins.
The baby is (in part randomly, in part depending on the parents) given certain stats AND a "mutate ratio". The stats aren't explained in the manual, but they are supposed to be self-explanatory, I guess. There are, as you can see, six attributes: Strength, Intelligence, Speed, Mental Energy, Skillfulness, and Health. Our Test Subject is clearly a born "mental" character, with high Intelligence and Mental Energy, but her Strength isn't too bad either, really.
The trickiest part here is, however, the Actual Mutate Ratio, which is 8 for this character (this number also changes from character to character). You can add these 8 points to any of the character's initial stats to improve them, but there is a MAJOR drawback to spending all the mutate points! Let me quote the manual.
The more points you spend, the more will your character be susceptible to diseases. That is, strengthening the character in her attributes means weakening her in another very important aspect.The screen will now show the child's most important character features. You can select these by moving up and down and introduce mutations into them by moving left and right.
The gene for each character feature in the DNA will be shifted as you cause it to mutate: the greater the mutation, the more it will shift. The number of mutations you can perform is shown in the top text field against the MUTATION RATE. The advantage of mutations is that the crew member becomes stronger in one or more sides of his character. However, there is a drawback which should not be taken lightly: the greater the mutations, the weaker the genes become, which makes the character more susceptible to diseases which crop up in the course of the game.
That done, you proceed to the next screen, in which you must choose a Primary School the character will attend:
For every character, you are given a story of her childhood (see the top part of the screenshot), which imposes certain limitations on or, on the contrary, opens up new perspectives for the character's education. In this case our dear Test Subject certainly had a pretty bad and unhappy childhood; she's poor and low-class, and so can't enter the two greyed-out primary schools.
After this you can choose an education for your character. You can select one of six schools and one of six colleges. However, not every character is automatically admitted to every school or college: this depends on certain qualifying values, which can be seen as a sort of "entrance examination".
The available primary schools are as follows:
GENERAL PRIMARY SCHOOL: In this school the character is given a general all-round education and taught a broad range of subjects.
SPACE EDUCATION CAMP: This camp gives the child and education oriented towards space travel.
BASIC MILITARY TRAINING: In this school, military training comes first: the child will be taught to be a soldier and warrior.
STREETKID CHILDHOOD: The School of Life is not really a school at all: the child simply spends its youth roaming the city streets, gets to know life in the gutter, and becomes "streetwise".
CYBERTECH MENTAL SCHOOL: This offers the child the chance to develop his mind and advance his mental powers.
NAGIKAMURA GAKKO: This Japanese school provides a basic education centred on chemistry.
The important thing here is that every school improves certain stats of the character; the exact outcome for each school isn't described in the manual, so you must simply rely on common sense depending on the direction you want the character development to take.
Then you must choose a high school/university:
Here, some options are again greyed out depending on your stats, childhood, as well as the primary school you chose to go to earlier. Choosing a high school means choosing the character's profession, which is the most important thing as it determines his or her character class.
MILITARY ACADEMY (or BATTLE ACADEMY): On Completing his course at this college, the character will be a fully trained soldier and will have developed special combat abilities.
Class: SOLDIER
HOODSON MEDICINE SCHOOL: This college trains its students to become doctors and also teaches them to handle mental energy.
Class: MEDIC
ARANIAN MONASTIC SCHOOL: Graduates from this establishment are warrior monks, not only capable of using weapons to excellent effect, especially in hand-to-hand fighting, but also the ability to use special mental powers.
Class: MONK
PSI SCIENCE INSTITUTE: This college gives its students complete control over the mind. Students learn how to use their mental energy and graduate as psionic initiates.
Class: PSIONICIAN
CHEMISTRY UNIVERSITY: Here, students are trained as biochemists, with a wide knowledge of the elements and composition of different planets and systems.
Class: BIOCHEMIST
BOUNTY HUNTERS' GUILD: The last college is run by the Bounty Hunters' Guild, and only accepts the best-qualified candidates, as the students are trained as rugged fighters.
Class: BOUNTY HUNTER
Meaning there are six available classes in total: Soldier, Medic, Monk, Psionician, Biochemist, and Bounty Hunter. The party only has four characters, however, meaning you can't have everything at once.
I've chosen the Cybertech Mental School and then the Psi Science Institute for our Test Subject, and she has turned out to be a pretty capable psionician:
Her speed, however, is very low, as are her skilfullness and health; her health is in fact a little too low, I'd say. That would probably have been different had we chosen a different primary school for her, say, the General Primary School or even a streetkid childhood.
And now it's ----