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Another Earth, another time. War. Disaster. Death. Air travel.
[--blurb from The Z-Files Catalogue]
15th Place - 4th Annual Interactive Fiction Competition (1998)
| Average Rating: based on 2 ratings Number of Reviews Written by IFDB Members: 1 |
This is a really creative and original game, with a nuclear apocalypse and a sort of dual-world situation.
Despite its many plot innovations, the implementation itself is sub-par, making it difficult to play without the hints (which are split up into 5 sub-files, and seem intimidating, but which are fairly simple).
Definitely a good play (with hints) for fans of apocalyptic things.
Post-apocalyptic science fiction, with some nice moments but also a lot of implementation problems. Nuclear holocaust is imminent, but your brother Karl has devised a machine that will help you survive the blast; now, you're trying to survive in a rather unfamiliar landscape. There are lots of programming problems, particularly toward the end--it's easy to get nonsensical responses if you do things out of sequence--but there's also a good sense of atmosphere, and a few moments are genuinely chilling. The writing is sometimes effective and sometimes ungrammatical or unclear, but usually it's good enough not to get in the way. An uneven effort.
-- Duncan Stevens
SPAG
If lack of polish bothers you, avoid this one; if you're so used to rough edges that you've learned to look past them, and you haven't tried Purple, you might appreciate the pieces of an interesting story that occasionally appear amid the bugs.
-- Duncan Stevens a.k.a. Second April
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>INVENTORY - Paul O'Brian writes about interactive fiction
I also had trouble with a number of the puzzles, and was unable to figure them out without a walkthrough, but I can't tell if that's because of the stumbling English and buggy code, or the difficulty of the puzzles, or just my own denseness. On balance, I'd say that Purple is a very rough version of what could become a good IF vignette. After it's undergone a few vigorous rounds of beta-testing, you might want to give it a try.
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Apocalypse How by katz
Post-apocalyptic games: equal parts cliche and fun. Authors are free to dispense with pesky NPCs, complicated modern technology, and implementing working everyday items. Players can have no inhibitions about acting like murderous...