Trinity

It's March 20th and I completed Trinity, the Infocom adventure game, in about 6 hours.


A lot of material refers to the player character as the WabeWalker

Trinity, a text adventure computer game released in 1986, has a simple premise, you're a tourist bumbling around the Kensington Gardens of London, England. The park is crowded, baby carriages block major avenues, and there's a few odd looking and acting individuals. All is well until a nuclear missile descends on the park incinerating everyone present and beginning a World War 3. You're likely to repeat this loop a few times before you're able to find the white shining threshold that takes you out of the park and into a mythopoetic alternate world where you're tasked with preventing the bombing, and hopefully, the creation of the nuclear bomb in entirety.

The prose of this game is very british (idk how to articulate why I'm coming to this conclusion). There's a lot of Lewis Carrol in a lot of what you're experiencing, but the scenarios and settings you're put in seem to come from all sorts of places. It plays with your expectations surrounding these concepts as well in ways that are fun.


The other most obvious element to Trinity is that It's frankly pretty difficult, at least to me. I'm not smart, or even familiar with text adventure games (the way they expect you to visualize space is honestly kind of crazy), but I think some of the solutions and requirements to beat this game are very obtuse. You'll have to forgive me for outsourcing for help in terms of figuring things out. Despite that I still found the game incredibly engaging; the first puzzle-box that's Kensington Gardens in particular is really great. I don't have much to say at more than that unfortunately. But maybe I will at another time.


Next I'm playing Guardian Crusade, also known as Knight & Baby for the PS1.