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- Guenni (At home), January 11, 2018
- e.peach, December 28, 2017
- jamesb (Lexington, Kentucky), July 12, 2017
- Artran (Prague, Czech Republic), May 22, 2017
- TheAncientOne, March 25, 2017
- Spike, February 26, 2017
- jeffbra, January 31, 2017
- winterfury, December 10, 2016
- Christopher Hall (London, Great Britain), November 10, 2016
- Denk, August 30, 2016
- jrc (Stockholm, Sweden), April 30, 2016
How Lewis Carrol learned to love the bomb, February 3, 2016
I loved exploring the main area of Trinity, and accessing several of the mini-areas. Brian is stunningly creative; I didn't realize until recently that he also wrote Loom, one of my favorite graphical games of all time. The sheer ingenuity of it all is wonderful.
I began running out of steam forward after visiting four of the sub areas. I went to a walkthrough, and discovered that I had forgotten to revisit some area with new equipment, and hadn't searched some scenery items that I didn't know we're searchable. This opened up two more mini areas, which I explored a little bit more before using a walkthrough the rest of the game.
The final area was a beast, although everything is fairly well hinted at. Or not... In any case, I loved this game. I can't help but enjoy this author's worldview.
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7 of 7 people found the following review helpful:A surreal journey, July 17, 2015
by Form 27b-6 (Southern California)It's been a while since I played an Infocom for the last time but the release of the Lost Treasures of Infocom for the iPad was the opportunity to dive back into these worlds that shaped my memories of old gamer.
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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