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5 star:
(74)
4 star:
(23)
3 star:
(9)
2 star:
(2)
1 star:
(1)
Average Rating: based on 109 ratings
Number of Reviews Written by IFDB Members: 9
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- Phil Riley, May 12, 2025

- tnsur, April 30, 2025

- Edo, April 10, 2025

- mageos, April 7, 2025 (last edited on April 9, 2025)

- sekicho, February 24, 2025

- Iza, January 20, 2025

2 of 2 people found the following review helpful:
A Glorious Inspiration That’s Rough Around the Edges, January 8, 2025

After a rekindled interest in interactive fiction and seeing that many prominent adventure game developers cite Trinity as a major source of inspiration, I was eager to pick it up and play through it myself.

To start, looking back at the game after having completed it and comparing it to other IF games I've played, Trinity really is a gem. The world building is phenomenal! The story is fairly minimal, but enough to give you purpose and remains relevant throughout. Each area is completely unique and the writing tells of vibrant, surreal landscapes. Your never know what lies around the next corner or through the next door, and that makes it an absolute blast to explore!

Mechanically the game is mostly well designed. The map is more of a grid than the sprawling caverns and mazes of other Infocom-era IF, which while being less interesting to map out does make it easier to map out and get from place to place. Most areas of the game have (Spoiler - click to show)a time limit but these areas are (Spoiler - click to show)small enough and the (Spoiler - click to show)time limits generous enough that the player (Spoiler - click to show)rarely feels rushed. There are a few puzzles that feel extremely unfair (e.g. (Spoiler - click to show)giving the paper to the girl to make the bird or (Spoiler - click to show)getting the winged boots) and a few that require the player to know particular, uncommon terms for things (e.g. (Spoiler - click to show)WTF is a perambulator?!?! - It's a baby carriage! What is a skink? - It's a lizard.) but the majority are good. There are a few puzzles that are so cleverly designed that when you happen upon them the solution seems obvious, and you're almost right but not quite, and figuring out the single small missing step is so immensely satisfying!

The final section of the game did start to try my patience. That area, unlike the others, is (Spoiler - click to show)so large that it's difficult to (Spoiler - click to show)map and it (Spoiler - click to show)feels like there is really nothing there. The (Spoiler - click to show)timer is also (Spoiler - click to show)far more strict than in the other areas. With how surreal and magical the rest of the game had been up to that point, it became difficult to get my thinking in the right headspace because just about anything could be possible. That made it very frustrating trying to think through exactly what to do.

Overall, it is a great game and definitely a pivotal inspiration for anyone who might want to write their own adventures, textual or graphical. It could use some polish here and there and some better telegraphing for certain puzzles, but I strongly recommend anyone interested in adventure games to play through this one!

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- Fie, November 30, 2024

- patrick.brian.mooney (Twin Cities, Minnesota), September 24, 2024

- Siggel (Germany), September 22, 2024

- The Varv, April 30, 2024

- ENyman78 (Gold Beach, OR), October 30, 2023

- Snen (United States), September 23, 2023

- Kastel, August 10, 2023

- Max Fog, June 11, 2023 (last edited on October 8, 2023)

2 of 2 people found the following review helpful:
Educational and Atmospheric, but those Blasted Puzzles!, March 12, 2023
by deathbytroggles (Minneapolis, MN)

On the heels of A Mind Forever Voyaging, Infocom told another story about a nightmare future brought down on us by power and hubris. But rather than a projected future brought along by Reaganomics, this game explores the impacts of Project Trinity, the first detonation of an atomic bomb in the New Mexico desert. While the examination of atomic history is impressively accurate and subtly powerful, the game itself gets in the way, with the fallout leaving a pernicious impact on its emotional resonance.

The game begins as you are on vacation in London, taking in the sights of Kensington Gardens. Within the hour, you are witness to and a victim of a nuclear attack that presumably begins World War III. Successfully avoiding the attack entails escaping the gardens through a magic portal into a fantasy world filled with giant mushrooms, incredible but twisted landscapes, and a slew of innocent animals. It is clear fairly quickly that this world is a metaphor for Earth’s atomic history and that your goal is to try to make things right. In order to travel back in time to visit the Trinity test site, you must first visit other atomic sites such as Nagasaki and the Bikini Atoll.

Brian Moriarty (author of Wishbringer and Loom), does an excellent job of portraying the subject matter earnestly and without sanctimony. There is no judgment leveled on any character or any political power. The symbolism in the fantasy world is neither overwrought nor heavy-handed. He even manages to weave in poignant quotes from Lewis Carroll to Walt Whitman to Emily Dickinson that help this world feel less cold and dark.

There’s a very puzzly game to be played to get to all the good parts. In a sense, the decision to include a lot of puzzles helped Trinity from becoming just a political statement. The game’s protagonist isn’t on some mission of glory; he’s just caught in the situation and fumbling through to survive. Unfortunately, there are so many missteps with the puzzles that the game’s poignant moments had to fight for brain space with my endless frustration with the gaming experience.

The first problem, and an expected one in 1986, was that so many puzzles require dying in order to learn what to do. While this can work well in comedy or light-hearted adventures (especially if the deaths are quick), here it just continually disrupts the mood. To be clear, dying is an important and I would say necessary part of Trinity for its core message to come across. But the need for random, non-atomic related deaths (such as running into an angry barrow wight) just isn’t there.

I can’t even count how many walking dead situations I encountered, including a couple that require restarting the game completely and obtaining items that are not exactly out of the way but also not obviously important either. While again this is expected for an 80s game, it still hurts the spirit of the experience to suggest the reason you aren’t able to save the world from atomic destruction is because you didn’t pick up a piece of paper in London right before the bomb dropped.

One ridiculous game mechanic that leads to many deaths and walking dead scenarios is the inventory limit. Yes, carrying a heavy axe in real life would prevent me from carrying much else. But the axe is needed often and unpredictably and so deciding when or where not to take it with you is an impossible guessing game. And it all could have been solved with a simple rucksack. There are some types of game where deciding what to bring with you is a fun, logical puzzle. Trinity is the exact opposite of this type of game.

Finally, I encountered a bug that I couldn’t find reproduced anywhere on the internet. One of the portals to a past atomic site becomes completely unavailable if you do things in an arbitrarily different order. So yet again I had to restart almost the entire game for no good reason.


All of the said, there are still many fun puzzles! If you have the correct items with you and are in the right place at the right time, they are generally entertaining and not overly difficult. The endgame is easily the best part as Moriarty meticulously recreated the Trinity test site and implemented, for the most part, organic puzzles that help you immerse yourself in the timeline. Again, you still have to have a couple of arbitrarily correct items in your possession. And the time limits in this area are a bit cruel. But all in all it was still satisfying, with an ending that has been well debated but completely satisfied my sensibilities.

Despite all of my frustrations, I rated the game as high as I did because of how well Moriarty handled the subject matter. It inspired me to read a lot about the Trinity project as well as the world history of atomic testing, including an enormous seven-part series by Jimmy Maher over at the Digital Antiquarian. I’m glad to have played Trinity. I’m just not sure I could bear doing it again.

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- TagoMago69, October 4, 2022

- Rovarsson (Belgium), February 14, 2022

- Titania Lowe, January 24, 2022

- Andrew Schultz (Chicago), December 20, 2021

- larryj (Portugal), December 14, 2021

0 of 2 people found the following review helpful:
Thought provoking concept, November 29, 2021

Entertaining and thought provoking, i like the idea and has a new concept to it. kept me entertained from start to finish

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- NorkaBoid (Ohio, USA), November 15, 2021

- Frodelius, September 19, 2021

- heasm66 (Sweden), August 10, 2021


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