Trinity (Amiga) - Let's Play 1001 Games - Episode 554

Trinity (Amiga) - Let's Play 1001 Games - Episode 554

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Published on ● Video Link: https://www.youtube.com/watch?v=oCdWlLiSm0s



Game:
Trinity (1986)
Category:
Let's Play
Duration: 33:21
399 views
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Trinity
from https://en.wikipedia.org/wiki/Trinity_(video_game)

Trinity is an interactive fiction computer game written by Brian Moriarty and published in 1986 by Infocom. It is widely regarded as one of the company's best works.[1] Trinity was included as one of the titles in the 2010 book 1001 Video Games You Must Play Before You Die.[2]

The plot blends historical and fantastic elements as part of a prose 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. It is Infocom's twentieth game and the last game released by the company when it was solvent.

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 Gardens, 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 cannot 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 do not 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.

Brian Moriarty created Trinity's story in 1983. After joining Infocom in 1984 he proposed it to the company, but management believed that it was too large for the z-machine at the time. After completing Wishbringer Moriarty began working on Trinity in May 1985, researching the history of nuclear weapons and visiting the Trinity site and Los Alamos, New Mexico. He attempted to make the game accurately depict the geography of New Mexico and Kensington Gardens. Moriarty completed the game in June 1986, and later stated that "writing it wasn't a pleasant experience, I can tell you that. It's not easy to sit down and write that stuff ... It was hard to live with that game for a year". He added, however, that "Trinity is not a funeral, and [don't] be afraid of it. It's kind of a dark game, but it's also, I like to think, kind of a fun game, too. But I do want people to think about what they see."




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