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This is widely regarded as one of Infocom's best works. The plot blends
historical and fantastic elements as part of a tone poem regarding the destructive
power of the atomic bomb and the futile nature of war in the atomic age. The name
refers to the Trinity test, the first nuclear explosion, which took place in July
1945. As the game begins, the player's character is spending a final day of a London
vacation in the Kensington Gardens. The evening flight back to the United States is
looking increasingly unlikely for a number of unusual reasons. Hordes of nannies are
blocking all exits from the Garden, and the grass actively resists efforts to be
walked upon. Worst of all, a gleam on the horizon soon heralds the unwelcome arrival
of a Soviet nuclear missile. Time begins to slow as the missile approaches, and with
some ingenuity the player's character finds an incongruous door hovering in mid-air.
There's no telling where it may lead, but it can't possibly be worse than the
alternative of being at ground zero of a nuclear detonation. The doorway leads to a
strange land, where impossible objects exist. Space and time don't seem to behave in
the familiar ways here. Exploring this new environment, the player finds several
other mysterious doors, each of which leads to another chapter in the history of
nuclear weaponry. After visiting test sites (including ones in Siberia, Nevada, and
the Eniwetok Atoll and Nagasaki just before each device is detonated, the player has
one scenario left to deal with. The final door leads to the New Mexico desert on July
16, 1945, mere minutes before the test-firing that will change the course of history.
But something is wrong at the "Trinity" site, and without the player's intervention
things will go horribly awry. |