IFReviewed by Paul OBrian
on 2006-07-19 06:37
The world is ending. It's not immediately apparent at first, because you and your brother are living out on the remote island of Lino Kapo, quite isolated from the political troubles of your future Earth(?), whose nations have names like "the Kollagio Antarktika" and "the Oceanic Republic." But listen to the TV. (The nations have morphed so much that people are living in places like Antarctica, but we still get our information from the TV. Some things never change.) Political battles between the nations have led to the use of the deadly K-bomb, which releases, unsurprisingly, deadly K-radiation! (Where are you when we need you, Lane Mastodon
?) This radiation turns the sky a disturbing purple, and threatens to choke out humanity in its menacing clouds. (By the way, the color of the sky is the meaning behind the game's title. Hallelujah, a title that makes a little sense!) Lucky for you, your brother is a bit of a tinkerer, and has come up with this device called a Phoenix Nest, into which you can climb and sleep away the death of the world in suspended animation. The Nest wakes you up when the levels of K-radiation have dropped enough for humans to be safe. So in you climb, as the world ends, to await its rebirth and greet it with your own. Now, I know I've made a bit of sport with the plot here, but details aside I like
this premise. It has a drama and immediacy to it, it creates a perfectly plausible reason for the world to be basically deserted, as it so often is in IF, and it gives the author a blank slate onto which a compelling alternate world can be drawn. Not to mention the fact that the mysterious "K-radiation" can be an excuse for almost any biological oddity you care to dream up.
The good news is that from this imaginative premise, Purple takes several very creative steps. The flora and fauna of the post-apocalyptic world are pleasingly exotic and interesting. The landscape is convincingly changed, and the language used to describe the new reality can be quite vivid. The bad news is that these good ideas are very poorly implemented. Let's start with the writing. Purple isn't exactly riddled with errors in the same way that, say, Lightiania was. However, there are enough mechanical (spelling & grammar) problems to be a serious irritant. Many of these problems aren't exactly errors, but rather awkward turns of phrase that make the game harder to read. Purple's descriptions often sound as if they were translated from another language into English, by a somewhat inexpert translator. The awkwardness throws off the rhythm of the game's prose, and I found myself frequently reading text more than once in order to figure out what it was saying. Then there are those sentences that really don't make sense, like this one: "Urging to cover your eyes from the bright light, you still can't move a finger." I think that what this means is that you have the urge to cover your eyes, but you can't because you're paralyzed. I figured this out, but it took a minute, and for that minute I was thrown out of the story; in a text adventure, where prose is all there is, being thrown out of the narrative like this is problematic. Add a few outright spelling and grammar errors, and the game starts to feel more like work than fun.
Compounding this problem are some trouble spots in the code. There were several instances of disambiguation troubles, almost enough to make me feel like I was playing a TADS game. Scenes like this were not uncommon:
Which do you mean, the up, the ceiling or the hole?
Which do you mean, the ceiling or the hole?
Which do you mean, the ceiling or the hole?
To make matters worse, I also came across several run-time errors of the flavor ** Run-time error: [Name of object] (object number 211) has no property to read **, and in fact once crashed WinFrotz
altogether with a "No Such Property" error. Besides these basic errors in the code, there were also a number of problems with the way objects were implemented. For instance, you have half of a tool that you have to complete by improvising the other half, and putting one piece into the other. Unfortunately, unless you choose the right piece to insert, you are told that the other half "can't contain things." 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.