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Don’t Know If It’s Day or Night

I want the A in my name to also be cavitied by a helicopter.

A lot has changed with Bernard Grzybowski’s Purple Haze since I examined it three years ago. As wargames go, the final product is more assured and polished, as one would expect, but also less burdened by the prototype try-hard attitude. I might even go so far as to call it one of the finest narrative wargames ever produced.

To explain why, you need to meet my squad.

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Am I Happy or in Misery?

Bernard Grzybowski’s Purple Haze, currently funding on Gamefound for the next day or so, claims to be “an immersive story-creation campaign game for 1 to 4 players that drops you into the heart of darkness: Vietnam, 1967.”

As buzzwordy an introduction as that is, it’s all true on a technical level. It’s a game. It’s immersive. It openly asks its players to take its icon-laden framework and breathe the life of a personal story into its vacant lungs. Yes, smart-ass, it plays with 1 to 4 players.

More than that, though, as I’ve been playing it over the past couple of weeks, I can’t help but think there’s a better descriptor. Purple Haze is all of those things. It is also a neon-lit warning sign about how difficult it can be to make a game about serious subject matter.

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