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Agatha Christie: And Then There Were None - PC
About this item
- Video game based on the best-selling murder mystery by Agatha Christie
- Challenging murder mystery with over 20 hours of engrossing gameplay
- Breathtaking third-person graphics that truly immerse the player
- New twist and turns to the original story, plus a brand new character--you
- Developed by veteran studio AWE and designed by famed author Lee Sheldon
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Product information
| ASIN | B000AA878M |
|---|---|
| Release date | October 25, 2005 |
| Customer Reviews |
3.8 out of 5 stars |
| Best Sellers Rank | #90,681 in Video Games (See Top 100 in Video Games) #3,858 in PC-compatible Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Package Dimensions | 7.5 x 5.3 x 1.3 inches; 10.4 Ounces |
| Binding | Video Game |
| Rated | Teen |
| Item model number | PCO46550MB |
| Is Discontinued By Manufacturer | Yes |
| Item Weight | 10.4 ounces |
| Manufacturer | DreamCatcher Interactive |
| Date First Available | July 14, 2005 |
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Product Description
Product Description
Agatha Christie’s world famous novel, and then there were none, is brought to the PC with all of its original baffling suspense! 10 people, strangers to each other, are invited to a lavish estate on an island. Through a recording, their mysterious host accuses each of his ‘guests’ of murder and proceeds to exact ‘justice.’ The tension mounts as, one-by-one, the number of people are reduced through the ingenious plotting of the unseen killer. Prepare to play the video game based on the Bestselling murder mystery of all time! This game includes the original book.
From the Manufacturer
Agatha Christies world-famous novel, And Then There Were None, is brought to the PC with all of its original baffling suspense! Ten people, strangers to each other, are invited to a lavish estate on an island. Through a recording, their mysterious host accuses each of his "guests" of murder and proceeds to exact "justice." The tension mounts as, one-by-one, the number of people are reduced through the ingenious plotting of the unseen killer. Prepare to play the video game based on the best-selling murder mystery of all time! This game includes the original book.
Customer reviews
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On the other side of the coin is the delineation of the cold, drizzly, bleak Shipwreck Island and the mansion. The environments are very well done, although I think if I had been on the artistic staff I would have rendered the mansion spookier. A plus for the quality of the game is the voice acting, which is excellent. But the voice I enjoyed the most is that of Judge Wargrave, reading his confession exactly as Agatha Christie wrote it. You are treated to that scene at the very end of the game.The contrived ending of the game I felt was very unconvincing because the motives were unconvincing and the possibly of the murders being done by the game's murderer is very unconvincing.
What you have here is a strange dichotomy, and "Murder on the Orient Express" suffers from the same dichotomy: the artwork of the environments as opposed to the artwork of the characters. The artists who created the people in these two games are not good enough. Take for example, the deliniation of the people in the Nancy Drew series or the beautiful cut-scenes in "The Egyptian Prophesy". The two Agatha Christie games aren't in their ballpark.
In summing up, by all means play "And Then There were None" and hopefully you will enjoy it in spite of its faults.I am perhaps more critical because I am an artist but the level of the character artwork to me is embarrassing it is so bad.
This game is based on a mystery, but this is not a mystery game. Don't worry about trying to figure out who's the killer because even if you did figure it out, there's nothing you can do about it. Your job is just to explore things, pick up objects, solve a handful of puzzles (mostly object-manipulation based), and figure out what is going to trigger the next cutscene and "Chapter." (In each chapter, one of the 10 characters gets killed.)
Technically the game seems to be stuck in a past era. The character animations look hokey. The areas you move through are static shots from one angle. Isn't it time all games had 360-degree views and movement? Your character runs from one side of the screen to the other. It gets dull. Even worse, whenever you talk to a character, there is no way to bypass the dialogue if you've already heard it.
The game does not function like a mystery. There are few clues. Everybody is equally suspicious and always has equal opportunity to commit each crime (so watching who's where when doesn't help). Even if you solve the mystery (which you can if you figure out how to test for fingerprints), there is nothing you can do about it. You have to progress the game to chapter 10, watching people get murdered, by jumping through the game's predetermined hoops.
Simply put, the game isn't much fun. It also doesn't show much imagination. The way they've shoehorning a popular Agatha Christie novel into a tired old game format is (1) a shrewd way for the game company to turn a profit, and (2) an exercise in blowing the opportunity to make something innovative and cool. If you've got the rights to one of the best-selling mysteries of all time, why phone in an uninspired adaptation of it? Why not jump on the opportunity to make something that people will really dig and recommend to friends?
I would like to see somebody make a real computer-game mystery sometime. It wouldn't be that hard to do. So far, it just hasn't happened. I guess mysteries, with their definite endings, aren't open-ended enough to be considered worth the time and money it takes to develop a detailed, high-quality game. Too bad. A long time ago I played the all-text Infocom games, which included some mysteries -- "Deadline," "Witness" and "Suspect." They were quite enjoyable little mysteries and they had multiple ending possibilities ("And There Were None" does, but each ending is very nearly the same). They had the added advantage that you could type in precise questions for the suspects, so you actually had to come up with dialogue to solve the story (rather than selecting from pre-fabricated dialogue). The Infocom games also had a sense of humor, and they had red herrings and game results that showed the creators had anticipated various things the players would try. How hard would it be to use these same principles in a modern game?

