Note - This is another hi-res game, so be sure
to click
on the screenshots to see largeversions.
Impression

That monster is officially the coolest custom graphic ever.
Wow. This game is definitely contending for that spot
in my heart where I identify my favorite Indie Game. It's absolutely
amazing. It's nearly perfect.
You've probably figured out from the above screenshot
that, visually, this is a very strange game. It's bright, colorful,
and uses pre-rendered graphics that remind me a lot of Donkey Kong
Country and Super Mario RPG. The maps are very detailed, and the engine
AnimDude is using allows him to pile up sprites in ways that make
the maps look very, very deep. The color depth is extremely high,
and everything looks fantastic. This game is, first and foremost,
a graphical one -- and it does not disappoint in that department by
any means.


Variety and beauty are the main themes here. This game is like
a beautiful woman
in that it is fun to stare at, but different in that it doesn't mind
if you do.
Of course, there is always more to a game that its graphics.
In many ways, this game disappoints as much as it pleases in this
department. It certainly plays like something that was developed from
beginning to end; the beginning of the game was designed first, and
the end of the game was designed last. This certainly seems like the
logical approach. But when a game is designed that way, there are
certain inconsistencies that can be either good or bad, depending
on which particular inconsistency is looked at. For example, the first
few screens are absolutely awe-inspiring. The mushroom village is
so richly detailed that it hurts. But as you progress further through
the game, the areas become less creative and more "tiled"
- while the sprites aren't stacked up in tiles per se, they
certainly are stacked up, and sometimes the borders can look a bit
awkward. Compare the above screenshot with the below one, for example.
Later maps look a lot more boring. Never bad, but just boring.
*HOWEVER*: Get the sinful notion out of your head that
this game at any point looks bad, since that simply is not true. Every
single moment of this game is smoothly animated, colorful, creatively
inspired, and exceptionally well-rendered. It is true, though, that
the beginning of the game looks a lot better than the middle and the
end of the game. The only exception to this rule is the final area.
The final area in the game is perhaps the most atsmospheric and attractive.


The battles look pretty much like normal RPG battles on the surface.
And, in some ways, they are.
The battles in this game are . . . avant garde. For
starters, the monster designs are universally zany and the game's
central characters are mushrooms with very large and very deadly hands.
The battlers tend to fly around a lot as they attack and there are
a lot of explosions. At first, the battles seem like little more than
stripped-down RPG battles that are far too easy and far too typical.
Early on in the game, enemies have a ton of hitpoints and aren't in
any way much of a threat to your well-being. And, since you only ever
fight one enemy at a time (3 and 1 is unfair, isn't it?), they are
also very boring to fight. But as the game progresses, the fights
get progessively more strategic and difficult. And once you have enough
money to afford a big pile of items, and when the enemies become challenging
enough to make then necessary, things get really interesting.

One of the "Angry!" limit break rip-off attacks.
In Legend of White Whale, you have a total
number of 8commands: attack, charge, run,
special, item, sunshine, charm,
and angry!. The catch is that each character can only use
three of them. Chup has stronger attacks, and can charge then up,
and can run. Frup can use items and special attacks, but he is half
as fast as the other two. And Priss can heal your party and occasionally
use a charm attack to steal the enemy's turn. This makes a very limited
system suddenly very interesting. Sure, you can stock up on items,
but you can't use them if Frup dies. And while Frup can heal the party
much more effectively than Priss, items are expensive, and Priss'
Sunshine attack is free. And even though Chup's attacks are weaker
than Frup's Special moves, his charge only takes up a third of a turn,
so if you work it right, he can do a lot more damage overall. Later
in the game these relationships become key, as you try to balance
out damage and healing in a way that will allow you to win. It's a
great deal of fun. Also, each character has Angry! maneuvers
stolen right out of Final Fantasy 7. While note entirely original,
they added the final touch of depth that the battles needed to keep
from boring me out of my skull early on. The only really bad things
I have to say about this games battles are 1) the beginning of the
game is really annoying and 2) there is only one battle backdrop,
regardless of which map one is on.
I must add this: the final boss battle had me literally
on the edge of my leather-upholsted computer chair. Amazing. One of
the best final battles, ever.
There a few puzzles too, but very little beyond the
find-the-switch-this-is-only-slightly-more-interesting-than-simply-walking-in-a-straight-line-through-the-area
sort. They weren't remarkable at all, but they weren't boring or frustrating
at all. The entirety of Legend of White Whale was surprisingly
well-balanced and and smoothly paced throughout. Since that is an
area where many Indie Games fall flat (due to lack of dedicated playtesting
resources), it's certainly worth mentioning.
Unfortunately, the story really falls short. There are
no cutscenes whatsoever, aside from the beginning and end of the game,
where you get text scrolling across the screen. There's a little bit
of dialogue, but it's not particularly interesting in any sense of
the word and there are a lot of typos. It also pops up pretty randomly
and I often accidentally skipped past it all.
The game is bruisingly linear, with a few secret things
on the side. But even though there is little variety, and there's
really no story development to speak of, it's still fun. Loads of
fun. Legend of White Whale is so damn charming and gorgeous
that the player will probably find himself completely ignoring the
game's shortfalls. The presentation of the story and lack of secrets
are often telltale signs of sloppiness and laziness, but in this case,
there is absolutely no way someone could argue this was a sloppy or
lazy game in any regard.
Technical
Graphics

Of *course* this section gets a screenshot.
Well, I don't have much to say. A person doesn't just
pull graphics like these out of his ass without enormous talent in
3D graphic design and animating. Everything in this game is so well-blended
and well-rendered and professional-looking that it would be had to
imagine it wasn't a professional work from a couple of years ago.
This is a completely separate monster from the sheer artistic mastery
of this game.
There are a few graphical bugs here and there, such
as layer issues with the sprited maps later in the game. But overall,
the graphics are some of the most carefully assembled resources I
have ever seen. Furthermore, the game gets brownie points for the
hard work in the graphics being 100% original, which
is, much to my dismay, a rare sight in the world of Indie Gaming.
There's only so much one can do with someone else's resources.
Code
I can only recall a small number of major bugs in the entire game
(except from the occasional sprite layer issue), and I'm fairly certain
they are issues with Multimedia Fusion and not something AnimDude
could have helped. These were all crashing bugs caused by me alt-tabbing
in and out of the game constantly to take notes or screenshots, and
they aren't something I would expect most players to encounter.
But regardless of the small number of bugs, one needs to take into
account that AnimDude has programmed an entire game engine
that works and is fun. That's pretty impressive, considering
the only other person mentioned in the credits was a beta tester.
Furthermore, not only is the entire game hard-coded by the author,
but the game is also an enormous amount of fun. It reminds me slightly
of Gythol Granditti in that regard, which is a game that I respect
a great deal more than I like. I'm not that familiar with Multimedia
Fusion, so I have no idea just how much work it actually was to code
this game, but given the vast array of animations I would be willing
to bet it was a great deal. I congratulate the author on a job well
done and worked hard on.
Furthermore, other than the aforementioned errors that probably aren't
AnimDude's fault, I was unable to detect a single
bug anywhere throughout this entire game. Amazing. To think that,
after putting such a huge amount of work into this game's resources
and engine design, the game would be tweaked to the point of being
absolutely bug-free, is to me something very impressive. I've played
a lot of substantially less ambitious RPG Maker games that have more
bugs than this.
I would also like to bring up the very unusual approach to saving.
Character stats are saved constantly and automatically (basically,
the level of experience). However, one needs to step on save points
to save one's progress and location. I can't really understand why
the game is set up this way; the only explanation I can come to is
that the characters' levels of experience are constantly updated in
some sort of hard database somewhere in the game file, and that they
cannot be reversed. Also a new game can't be started unless the game
is downloaded a second time. Weird.
Sound
The game played MIDIs and sound effects. Not much to say here, other
than a complaint that there is only one sound channel. Sometimes the
game would sound kind of awkward, because a new sound effect would
mute out a sound effect being played previous to it. I thought the
MIDIs were catchy, but they weren't composed specifically for the
game from what I can tell, and there weren't any sound physics or
anything I would talk about.
Artistry


So beautiful.
This is probably, next to Sunset Over Imdahl, the most
artistic Indie Game I've yet played. It's rich colors, wide range
of environments, and really quirky atmosphere really make for an excellent
overall impression. As far as creativity and aesthetic appeal goes,
this game leaves no room for disappointment.
The character and monster designs are all very interesting,
if not prolific enough. While there are a total of less than 20 different
monsters throughout the entire game, there is also a total of less
than fifty to sixty battles that occur through the entire game. The
player will not tire of seeing the same monsters over and over again,
since the same monster is rarely seen more than five times or so.
Every single one of these monsters, however, boasts a zany, violent
cuteness that I haven't seen since Sovan Jedi's monster packs back
in 2000. The characters, too, look at the same time intimidating and
harmless. Their smooth contours and enlarged eyes contrast with clenched
fists and narrowed brows in way that simply messes with one's emotions.
Not only are the graphics well-rendered, but they are
also well-used. Animdude boasts a sharp eye for composition, as many
of the screenshots above prove. Everything is always arranged on the
screen in a way that is balanced, but not symmetrical. In some areas,
the camera will switch angles, becoming less isometric and closer
to a profile view. These areas are particularly well composed, usually
showing windmills slowly turning miles away in the distance or the
craggy face of a cliff. Simply put, Legend of White While
showcases an excellent photographic sensibility on the part of the
author.
Everything fits so perfectly in this game. The gameplay,
the atmosphere, the music (even though it is not original, unfortunately),
and other elements simply belong together. The trite little puzzles
and overblown special attacks seem absolutely appropriate for a game
starring three fighting fungi. The jazzy MIDI music is just musical
enough and just silly enough to set the mood. Legend of White
Whale is a title that constantly inches towards feeling like
an acid trip, but never loses touch with reality. It is a game that
feels good and just a little strange.
The only creative area this game has any shortfall in
would definitely be the cinematic/literary department. Like I've said,
Legend of White Whale has very little dialogue, and the dialogue
it has is sort of confusing and random and not particularly well written.
The intro, chapter title, and ending scripts are adequately written,
but they aren't enough to substitute for a plot. And, of course, there
is not a single scripted cutscene, which is truly unfortunate, as
it would have provided the author a chance to really shine with his
3D animation.
But even though it has no plot, AnimDude's Legend
of White Whale still flows and is still paced well. I cared about
what I was doing the whole way through the game, because the characters
talked just enough to keep me from forgetting that they existed. And
though they never did much to make me care for them individually,
they did serve successfully to keep me interested in the adventure.
AnimDude's world turns out, in the end, to be a pretty interesting
place -- he just doesn't give out enough details to let the player
really appreciate it. What this game provides is a fun, 4-6 hour adventure
that makes the player feel good about life and is usually challenging
but never frustrating. Legend of White Whale is well-designed
game boasting some incredibly impressive visuals that no Indie Gamer
should pass up.
Play or Not?
Must Play.
Reviewer's Notes
Play Session one: 10:09 PM 1/19/05
BUG! - "Heroes" is misspelled in the begininng!
- These graphics are FRICKING AWESOME.
- Can't say I'm too excited about the intro. I'm kind of disoriented.
- I'm really clear as to what the controls are . . .
- These graphics are FRICKING AWESOME.
- Battles are way cool!
- No item menu?
- The enemies have too many hit points for how easy they are.
FATAL ERROR - Alt-tabbed out right after winning a battle, before
the victory sequence, and the game crashed.
End Session one: 11:32 PM 1/19/05
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Play Session two: 12:13 AM 1/20105
- Weird, the game saved before crashing.
- The monster designs are so creative!
- The angry attacks are stylin'.
- "Charge" command only takes half a turn, and gives exponential
gains -- I like strategy!
- I have accidentally quit out of this game by pressing "escape"
five times.
- These graphics are FRICKING AWESOME.
- Make that six times. :(
- The chapter title screens are NOT a valid substitute for a decent
plot.
- Did I just find an OPTIONAL AREA???
- I love the secret passageways. It's a lame graphical trick, but
they're fun.
- Bone Toaster Boss is TOUGH! I died.
FATAL ERROR - Alt-tabbing during game over scene causes crash. I'm
going to take a shower.
End Session two: 12:57 AM 1/21/05
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Play Session three: 1:01 PM 1/22/05
BUG - The lower-right teleport by the first lava monster leads
me to some weird, random place.
- Okay, not a bug, but it's weird.
- Just quit out of the game accidentally AGAIN. Seriously, there should
be some other way to quit out of the game. One key press is a bad
idea.
- The ice cave is pretty!
- I just burned my tongue pretty badly with my cup of tea. Ouch.
- I wish there were more than one battle backdrop. :(
- The King Squiddo Fight was very satisfying.
- Oh, wow. The Cavern of the White Whale is really beautiful, and
the music is, too. Bravo.
- The graphics are FRICKING AWESOME.
- That end boss was one of the best I've ever fought. Intense. Absolutely
intense. I love it.
- I have finished the game. This is officially the second-best Indie
Game I have ever played.
End Session three: 2:44 PM 1/22/05
Total Play Time: About 4:30 hours