Trinity

Posted by David Tanguay.
First posted on 14 January 2010. Last updated on 15 April 2010.
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In Trinity, you play a tourist visiting Kensington Gardens in England. Unfortunately, your trip is rudely interrupted by the global superpowers that are having a bit of a nuclear tiff. Before it can totally ruin your vacation, you are whisked down a metaphorical rabbit hole into a surreal land. Soon, you discover this land is actually a nexus linking various sites that are significant to the…

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Excellent

I'm very glad to see Trinity reviewed here. It is the general consensus of the modern-day Interactive Fiction community that Trinity is the best of the best work done at Infocom during its all-too-brief life.

Jimmy Maher discusses Trinity at great length during his IF History interview in the Features section here at Adventure Classic Gaming. The structure of the game and its many challenging puzzles are laid out accurately in the above review, to be sure. However, I'd encourage anyone whose interest is piqued by the fantasy elements of the game to look at Jimmy's analysis of how its strange "Alice in Wonderland" elements actually comment on the frightening realities of the atomic age.

I tend to think it's oversimplifying, and not fair to the piece, to call it a "message" game, presumably meaning anti-war or anti-nuclear, and a "flat" message game at that. It's a mood piece, and mood is something very different from message. Trinity isn't trying to change anyone's mind about the goodness(?) or badness of nuclear weapons, but to make you feel the dark, dark shadow of the Cold War period during which it was written. If you're looking for a game from Infocom with a political message, try Steve Meretzky's A Mind Forever Voyaging instead.

United States By Harry Kaplan • On 14 April 2010 • From Brooklyn, NY, USA