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About the StoryYou're neither an adventurer nor a professional thrill-seeker. You're simply an American tourist in London, enjoying a relaxing stroll through the famous Kensington Gardens. When World War III starts and the city is vaporized moments after the story begins, you have no hope of survival.
Unless you enter another time, another place, another dimension.
Escaping the destruction of London is not the end of your problems, but rather the beginning of new, more bizarre riddles. You'll find yourself in an exotic world teeming with giant fly traps, strange creatures, and other inconveniences. Time and space will behave with their own intricate and mischievous logic. You'll visit fantastic places and acquire curious objects as you seek to discover the logic behind your newfound universe.
And if you can figure out the patter of events, you'll wind up in the New Mexico desert, minutes before the culmination of the greatest scientific experiment of all time: the world's first atomic explosion, code-named Trinity.
Adventure Classic Gaming
Though there is not much of a story in Trinity, there is a strong ambience. There is no plot to drive you on through the game, just your own curiosity and the challenge of the puzzles. The hole that is supposedly filled by a story is instead occupied by a message, maybe just a feeling. Strangely, it seems that if you play the game well and solve the puzzles without dying or fumbling about too much, then you may actually miss the significance of a site and thus miss out a chunk of that message.
-- David Tanguay
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The game is quite though-provoking without shoving the message right into your face. Whatís more, itís well-written, entertaining and with hard, but rewarding puzzles.
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Trinity has something for everyone: it's not too hard for novices, but is well-suited for experienced adventurers as well. It is exciting, engrossing, well-written, and, unlike too many other works of interactive fiction, lives up to the hype.
-- Matthew Amster
The plot revolves around the stages of development and construction of the atomic weapons used to destroy you in the game's opening. Eventually, if you are clever and utilize all of your brain cells to their utmost, you might get the chance to go back in time and change history for the better. The ending of this game is in my opinion truly spectacular, a fitting reward for the amount of work you'll have to put in.
-- Molley the Mage
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When I first played Trinity two years ago I got completely absorbed in Brian Moriarty's story and rated it the very best of the ten Infocom titles I'd then seen. I've since played it twice more and on each occasion I found that it had lost none of its original appeal. Having now worked my way through all the Infocom adventures available on the ST I can honestly say that it is one of my three favourites. If you haven't played it then you've got a real treat in store. If you have, why not dust it off and take another look - you won't be disappointed.
-- Neil Shipman
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|Average Rating: |
Number of Reviews: 6
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Most Helpful Member Reviews
I just completed Trinity and it compelled me to register to the IF database just to write this review. Rarely have I felt so immersed in a game, and so touched by its surreal atmosphere. In that regard, Trinity is a true testament to the power of Interactive Fiction in the hands of talented writers.
Trinity doesn't have a very defined plot. It's more a loose connection of metaphoric experiences, with the historical breakthroughs that led to the atomic bomb at its center. You travel through time and places in an effort to change the course of history, trying to understand the meaning of the events in order to alter their outcome. There's a strong and somewhat foreboding sense of ineluctability, with puzzles often forcing you to race against the clock.
The puzzles are perfectly imbedded into the surreal ambience of the game. It's like trying to decipher someone's dreams, and to make sense of the logic that governs them.
It's to me one of the great qualities of this game. Even though strange and sometimes downright twisted, the world of Trinity always feel coherent, giving you a fair chance of solving its many mysteries.
Still, the game is tough, with multiple opportunities to render it unsolvable, and a pretty complex timed endgame. I made a point to beat the game without help, but it took me long hours, and a couple of times I was close to throwing the towel. But that's what makes a great IF game in my opinion; Trinity strikes a perfect balance, which makes it very rewarding to play. I will not spoil the ending of course but I want to note that it may feel a little unfulfilling for some players, even though I personally think it's beautiful and suits the game perfectly.
I had a great time with Trinity. I felt a stranger in a strange world, discovered many wonders, and even made some friends, like my buddy the roadrunner.
A great achievement by Brian Moriarty.
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I'm very interested in hearing truthful accounts of at least somewhat difficult games (or games that don't solve themselves at least) solved completely without recourse to hints, walkthroughs, etc.
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I'm interested in determining whether or not a clear canon has emerged within the world of IF/hypertext. Of course, there is a clear critical opinion regarding which works belong to this tentative canon, but I'm interested in what...
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