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INFOCOM CLASSICS
- ZORK
- PLANETFALL
- A MIND FOREVER VOYAGING
> TRINITY
- HITCHHIKERS GUIDE TO THE
__GALAXY
- LEATHER GODDESSES OF PHOBOS
- THE LURKING HORROR
- SHOGUN
- ARTHUR
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TRINITY (1986) _____________________________________(by Brian Moriarty)
"My second most favorite Infocom game (after Steve Meretzsky's A Mind Forever
Voyaging) and undoubtedly one of the best games ever made in any genre, Trinity
is a forgotten classic that combines astute literary metaphors, excellent prose,
clever puzzles, and a huge dose of imagination that could only come from Brian
Moriarty, into a captivating, very moving tale.
You are an American on vacation in future London when World War III interrupts the
daily routine with the dropping of a bomb. Whether by chance or design, you survive
the devastation with the help of a magical portal and a strange voice inside your
head. Stepping through through the portal, you discover a world of wonder unlike
anything ever seen in interactive fiction. The game will take you through a
whirlwind tour of space-time that juxtoposes the real with the unreal. You will
eventually wind up in the New Mexico desert, minutes before the countdown to the
culmination of the Trinity project-- with a chance to change history forever.
In Trinity, Brian Moriarty accomplishes what few IF authors are able to do:
combine an intriguing, original premise with outstanding writing and ingenious
puzzles. The game's writing will draw you into its fantastic world... so much so
that you can almost visualize the magical mushroom portals, feel the eerie
suspension of space-time, and be moved by the sight of a crippled Japanese girl.
The game's puzzles are tough, but they are never illogical, and they mesh within
the gameworld seamlessly. The game's anti-nuclear message is powerful, but never
overbearing, and many of its stronger literary metaphors (e.g. the umbrella, the
sundial, and the crane) will stay with you long after the game is over.
The bottom line is that, while a bona fide literary masterpiece, Trinity will not
appeal to everyone. Those who don't "get" the game will likely write it off as just
"another" piece of incoherent storytelling that is full of incomprehensible puzzles
and illogical plot. Those who do "get it," on the other hand, will be well rewarded
with one of the most immensely entertaining and thought-provoking works of
interactive fiction ever made. Adventurers be warned, though: Trinity is much
harder than an average Infocom game, and there are many instances in which you can
get irrevocably stuck without knowing it (the incident involving a furry animal and
the endgame are cases in point). Save early, save often." (Home Of The Underdogs)
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