Agatha Christie: And Then There Were None is a 2005 point-and-click adventure game developed by AWE Productions and published by The Adventure Company for the PC. The game is the first in The Adventure Company's Agatha Christie series. The story is focused on a man's journey to the fictional Shipwreck Island, off the coast of Devon, with ten others, and the events that unfold there.
And Then There Were None retains the plot elements of Agatha Christie's novel of the same name, with the sole difference being the conclusion. In order to further the connection between the game and its source material, Christie's novel is included in the North American release of the game. Several reviewers of And Then There Were None have harshly criticized its character designs and graphics as being archaic and outdated, whereas others have praised aspects of the game such as character dialogue and an immersive story. Reactions to the game were mixed, with many reviewers polarized in their opinions of the game, calling it either a good adaptation of the novel, or an extremely poor adventure game. And Then There Were None is followed by a sequel, Agatha Christie: Murder on the Orient Express.
And Then There Were None is a point-and-click adventure game, played from a third-person perspective. Most of the interactive elements of And Then There Were None consist of asking other characters questions, and collecting and combining items. The player can carry items using an inventory system, and use the inventory to combine and examine items throughout the game. Twelve items can be viewed at a time, and there are several screens in the inventory. New items are slotted into the first available space in the inventory. The game's cursor is context-sensitive, and changes into a rotating gear when held over an item the player can interact with and use. And Then There Were None features a 2.5D graphics engine, which combines pre-rendered backgrounds with 3D-modelled characters.
The inventory can contain multiple items.And Then There Were None is divided into chapters, which are further divided into acts. The player plays through each act, and after completing a certain trigger event, the next act begins. The developers ensured that nothing essential to the game could be missed during the player's progression through the game's acts, although large sections of gameplay are optional, and the player may ignore many of the side-quests. This divided progression in time adds another dimension to gameplay, as not only does the player have to be in the right place to find a clue or solve a puzzle, but must be there at the right time. For example, an empty room in one act could hold a vital clue in the next.
And Then There Were None features a journal system to aid in the collection and piecing together of clues. The in-game journal records everything that the player needs to advance in the game. For example, the journal records conversations the player has with other characters, so that if they forget what was said, which could potentially be plot-essential, it will still be accessible. One of the reasons for the incorporation of a journal system in And Then There Were None is to prevent the player wandering aimlessly, unable to proceed. Another reason for the addition of a journal was because the developers of the game did not want the player to have to use resources outside of the game, such as pen and paper, to solve the puzzles. The journal is separated by content into several categories. These include a characters page, which lists all the characters by name and includes details about them, and separate pages for important items, documents and books. This information can be referenced at any time by the player, as it is needed.
Another feature of And Then There Were None is the "Suspicion Meter", which measures the player's relationship with other characters in the game. The meter was devised to counteract a common problem in adventure games, where the player can rifle through other characters' belongings in front of them, without any problem. There are negative consequences if the player is caught doing things that other characters deem inappropriate, and this directly affects the "Suspicion Meter". The meter begins at a neutral position with each character in the game. If the player does an unfavorable action, the meter falls to negative one, and if the player does a favorable action the meter rises to positive one. The meter only contains three positions, and depending on the position the meter is at in regards to a certain character, dialogue actions with that character are affected.
The player is able to regain the approval of characters through several "Suspicion Meter" puzzles. These require the player to perform certain tasks for other characters, based on their likes and dislikes. The puzzles include multiple inventory items and combining items and can be quite complicated. The player is sometimes required to talk to other characters to learn about a certain person, or have them influence a particular person.
Agatha Christie: Murder on the Orient Express is a 2006 point-and-click adventure game developed by AWE Productions and published by The Adventure Company for Microsoft Windows. The game is the second installment in The Adventure Company's Agatha Christie series, and is the Prequel to Agatha Christie: And Then There Were None. The story follows an amateur sleuth, Antoinette Marceau, and her investigation of a murder with twelve possible suspects aboard the Orient Express, which has been blocked by an avalanche in the Kingdom of Yugoslavia during 1934. She is aided by famous detective Hercule Poirot.
Murder on the Orient Express retains the main plot elements of Agatha Christie's novel of the same name. An additional ending is presented in the game which differs from the conclusion of Christie's novel. As with And Then There Were None, Christie's novel has been bundled with the game. Some reviewers of Murder on the Orient Express criticized the game because of the repetitive nature of tasks the player must complete, and also complained about the inefficient and cumbersome inventory system. Others have praised it for improved graphics compared to And Then There Were None, as well as convincing voice acting and audio effects. Murder on the Orient Express is followed by Agatha Christie: Evil Under the Sun, the third installment in the Agatha Christie series.
Murder on the Orient Express is the first game in the Agatha Christie series to feature Hercule Poirot, Christie's most popular and famous detective. David Suchet, a well-respected portrayer of Poirot who achieved fame through the popular television series Agatha Christie's Poirot, was hired to provide Poirot's voice. His performance was generally met with praise. Some have criticized the game for not allowing the player to actually control Poirot; the developers explained this choice by saying that adventure gamers who make mistakes throughout the game do not reflect the genius of Poirot, but are better represented by amateur sleuth Antoinette Marceau.
Murder on the Orient Express is a point-and-click adventure game, played from a third-person perspective. A player can navigate and interact with the game's environment, mainly carriages on the Orient Express, through use of a context-sensitive cursor. The cursor changes when it is placed over an item with which the player can interact, and can be used to talk to other characters, listen to other characters' conversations, look around the environment, and move. The player can walk to a location with a single click, and run to a location with a double-click. Double-clicking on the edge of the screen instantly takes the player to the next screen. There is a map of the train in the game's interface at the top of the screen, and once each carriage has been unlocked, the player can click on any part of the map and instantly be transported to that location, saving the player from having to travel through the train screen by screen. Another accessible feature is an objectives menu interface which states the general tasks the player should be attempting to complete. This menu is designed to guide players in the right direction without giving any explicit hints.
Antoinette Marceau looks through a carriage for clues.Murder on the Orient Express, as with its predecessor, features an inventory system. There are several components of the inventory, including a fingerprint examination screen, a scrapbook, and a passport screen for managing and viewing the passengers' passports. There are a total of eighty slots for carrying items in the inventory, spread across five separate screens. Items cannot be discarded from the inventory once they have been acquired. The player can access the inventory by clicking on an icon on the game's interface, or can simply right-click. After items are used, a right-click returns them to the inventory, and the exact slot they were originally placed in. Each item is labelled, and the player can inspect each inventory item in more detail by dragging it over a magnifying glass icon, and can also listen for a soft hissing sound which indicates that there is something relevant for the player to note about a certain item. In a divergence from other games in its genre, Murder on the Orient Express does not allow the player to combine items in the main inventory screen. There is a separate interface for item combinations, and the player must drag items into this screen if they wish to try and combine them.
A large portion of gameplay in Murder on the Orient Express has the player questioning characters and listening to lengthy periods of dialogue in order to acquire clues which may lead to the murderer. Other tasks the player must complete include collecting passports and other paraphernalia left by the passengers in an effort to acquire clues to lead to the solution of the murder, and retrieving certain objects for various characters. Combining items in the inventory forms a major part of the puzzles in the game. There are no puzzles with time limits in the game, although some puzzles require correct timing. There are also several single screen puzzles, such as a safe-cracking puzzle.
A unique feature of Murder on the Orient Express is Poirot, who serves as a hint system for the duration of the game. The player can access Poirot at any time during the game, and can receive hints to help them proceed. The game has two difficulty levels, and the player can determine which one they prefer to play at soon after the murder occurs. Poirot challenges the player, allowing them to choose to either readily accept help from him and allow him to guide the player through the game, or alternatively try to outsmart the famous sleuth by solving the mystery with obscure, and in some cases nonexistent hints. If the player has trouble once they have chosen the more difficult setting, Poirot will gradually become more forthcoming with information.
Agatha Christie: Evil Under the Sun is a PC game and the third installment of The Adventure Company's Agatha Christie series, developed by AWE Productions, based on Agatha Christie's novel Evil Under the Sun. The game was released in October 2007.
Evil Under The Sun features Hercule Poirot as the protagonist, unlike the previous game in the series, Agatha Christie: Murder on the Orient Express, which had featured Poirot as a non-playable character. It also features numerous improvements and expanded gameplay elements, with a new inventory platform, dialogue choices, and more environments featured. While players do take the role of Poirot, they are actually playing as Captain Hastings playing as Poirot, in an interactive scenario designed by Poirot in order to allow his long-time friend a chance to solve the mystery in the way Poirot himself would.
The game's plot follows Poirot as he investigates the murder of a noted actress on an island. It is divided into two sections: story-time, in which Poirot uncovers the secrets of Seadrift Island and real-time, in Poirot's office in London in which the player, as Captain Hastings, can request hints, review information and consult the locations of the suspects on a wall map.
Despite the fact that the murderer remains the same, new plot aspects are included, such as new characters, a slight change of location, and the fact that Hastings becomes a part of the plot. Although Poirot promises to let Hastings solve the case for himself, actually the closest the player comes to doing so is choosing the correct answer from a list of possible solutions. Contrary to some early reports, David Suchet does not provide the voice for Poirot, as he did in the previous Agatha Christie game. Poirot's voice is performed by actor Kevin Delaney.
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