Agatha Christie: And Then There Were None Review
Murder most foul.
Version tested: PC
Game reviewers aren't the first breed of critics to grumble about difficulty. Back in the mid 1920's book reviewers laid into Agatha Christie for creating a detective novel (The Murder of Roger Ackroyd) in which, unforeseeably, the killer turned out to be the narrator. This trick broke one of the most revered conventions of the genre and was regarded as a twist too far by many readers and commentators. Christie was unrepentant and went on to create murder-mysteries that bent the rules in even more dramatic and devious ways.
After fashioning a far-fetched 'multiple killers' plot in Murder on the Orient Express, the Grand-Dame of Crime concocted a virtually unsolvable 'multiple victims, no detective' storyline for her 1939 classic 'And Then There Were None'. That story is the basis for this unexceptional and disappointingly backward-looking point-and-click adventure.
Island records
For those that haven't read the novel or seen one of the many film versions, ATTWN is based on a deliciously intriguing premise. Eight people are invited to a house party on a small island off the Devon coast. On arriving they discover that their mysterious host, Mr. U.N. Owen, is not present but has left a macabre greeting in the form of a gramophone record. The recording accuses each of the visitors and the two house staff of an unsolved murder and sets the scene for a series of bizarre killings. Naturally there's no way off the island - the boat has been sabotaged - so the increasingly scared guests are forced to sit it out, stewing in their own paranoid juices.
While this story makes for a great book/movie it obviously posed a few problems for the game developers. With no detective involved, there's no natural avatar for the player. Awe Games have got round this fairly elegantly by having the boatman's brother, Patrick Narracott, stranded on the island along with the guests. A bigger problem less successfully dealt with is the challenge of inserting interactivity into what is essentially a sequence of scripted deaths.
Rather than examining the story and figuring out a clever new game format to fit it, Awe has resorted to all the usual adventure game clichés. To propel the plot you must solve perverse puzzles, read scattered documents, and plod through fairly tedious dialogue trees.
Deep pockets

Butler/cook Rogers does a lovely bowl of SuperNoodles.
If you've ever wondered what Miss Marple keeps in that handbag then, going on the evidence of ATTWN, it could well be a basket of apples, a bucket of water, a stepladder, and a telescope. This is one of those titles where you wander about grabbing every object, however ridiculous, that isn't nailed down. If it's collectable then you can be sure it will come in handy at some point in the future. Many of the items need to be deconstructed or combined with others before they are of any use. In an utterly bonkers addition to the Christie plot, at one point you find yourself collecting the half-dozen components required to build a... wait for it, parachute. Not all the prop-based puzzles are this ridiculous but there's enough absurdity to encourage that exasperating try-every-object-in-your-inventory-on-every-problem tactic that blights so many adventure titles.
The game is at its best when it sticks most closely to the spirit of the book and to the traditions of detective fiction. When you're peering through keyholes, overhearing snatches of conversations, or dusting for fingerprints with makeshift equipment of your own devising, you actually feel like a sleuth rather than a competitor on Scrapheap Challenge. But, considering the importance Christie placed on clever cross-questioning, it's a great pity the devs didn't put more thought into the dialogue dynamic. Instead of being a tense battle of wits in which the player attempts to force a suspect into contradicting themselves or letting slip some fact or emotion, conversations tend to be dull and mechanical. Every time someone pops their clogs you must go through the same palaver of plying the remaining guests with genius 'Do-you-have-any-theories?' questions. Poirot would be spinning in his grave.
Compared to some of the gobbledygook that passes for speeches in videogames, the dialogue in ATTWN is pretty good. Compared to the dialogue in any half-decent novel however, it's less impressive - humourless, stilted, and occasionally downright clumsy. True, it probably doesn't help that the voice talent is, with the odd exception, less than stellar, but it's hard to believe that most of the words were penned by a chap who's written top-notch TV drama and lectured on games writing at the GDC. And lip-synching the characters, who are built from polygons (albeit not that many), sadly seems to have been beyond the capabilities of the Awe team.
Interior monologue

Combine the sack of salt, the cheese and the cork coasters to create a morish savoury snack.
ATTWN does manage to be quite atmospheric at times. Outside the scenery is drab and generic, but inside the storm-battered Art Deco mansion, the decor is convincing if a trifle sterile and strange (arguably, the most intriguing mystery in the game is who stole all the curtains). In a throwback to the golden age of adventure gaming, scenes are pre-rendered 2D with transition hotspots at their edges.
With several possible endings and a few optional side puzzles there's some replay potential here. Personally, I won't be revisiting the awfully named Shipwreck Island (next-door to Skull Island and Pirate Island no doubt) though. There's just not enough imagination, invention, and engagement with the source material to entice me back. If you think the game plot sounds interesting then you're really far better off reading the book or getting hold of the superb 1945 movie.
4 / 10
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Comments (30) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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/shudders
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What was the muder mystery game on the C64 called? You had to switch from window to window eavesdropping on conversations. I think you could also record a window if you were looking at another.
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lol - I read that as 'Buck Rogers'.
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That's the one!
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Its such a touch genre to make into a game though, as the pace of information delivery is so key in a whodunnit novel and controlling that pace is obviously a lot more difficult in a game (unless you restrict the player harshly as in so many mid 90s "interactive movie" games, but they mostly sucked).
Reading or watching a whodunnit, you can still be entertained even if you don't know who the killer is. This means that the plot can be complex and you will still feel satisfied at the end, in fact most likely the satisfaction will come in part from the complexity of a well written piece.
But move that level of complexity into a game and you risk just annoying a large percentage of your players, because now the progress of the game is entirely dependant on their understanding and solving of the mystery (again, unless they are just a bystander to events as they unfold).
I have no real point to make, other than emptying my head
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If they spent more time releasing games worth owning they would make money and Grandma would not buy this game for little tommy cos its got Agatha Christie on the front. Instead the market is flooded with crap the old 80/20 applies but perhaps its really 95/5
STOP IT NOW.
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Completely rid your mind of EG's score and play it.
Sensational game (PC)
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Yeah thats it, it all a big conspiracy con to get your money for as little effort as possible. If only those game devs spent their late nights and weekends working on the game, instead finding new ways to part honest joe public from his hard earned monies, which is obviously what they are really doing with their free overtime hours.
Nothing like music, film or any other creative media, which are of course venerable arts staffed only by benign scholars.
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Maybe later, when everyone forgets about this one.
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It does piss me off when companies release obvious crap at nomal prices. why release them. with movies they go straight to video....music is tricky but basically you either like a band or you dont through exposure. Generally people dont pick up a CD blind they at least have hear some work from artist. These things do not cost £40. THe shrek game will be bought through pest power. Parents knowing nothing of the game and tommy knowing only shrek.
Agatha Christie: And Then There Were None is another example of the crap that is for sale. Its not a conspiracy as such just the big bods at the top not giving a shit but quick to kick off when tommy gets a copy of the shrek game for £3 then finds out its shit and bins it. They would rather he paid £40 found out it was shit then binned it. You see. At least dick tupin wore a mask.
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I agree with you in principal regarding the quality of many of the titles out there, but I took issue with your use of "when they obviously want to rip off the honest game buying public" comment and went into sarcasm mode.
I totally agree that too many released titles are a bit crap, but I believe this is mainly due to incompetance in various parts of the industry rather than a malicious desire to rip anyone off.
Your Shrek example is probably a good one to make here though. A publisher with a strong franchise will limit the investment made in the game, knowing that it will sell anyway. Now whether this is ripping people off or simply good business sense is a discussion all of its own.
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"50 Cent: Ten Little Niggas"
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Too bad about the game.
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and its right there that you realize that the dev team has ZERO imagination.
why not play as one of the characters accused, introducing flashbacks of what you and others did earlier that motivate the suspicion of guilt and increase the mystery?
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It's as if it's supposed to contain some element of sarcasm, but in the end only ever seems to be someone's saying, "4. Higher than 3 then." Is this not a little redundant?
Also, Syberia isn't really sensational, is it? It's a nice point and click, a safe 7 or 8. I think it's important to not allow the sparsity of playable adventure games to over-inflate the estimation of anything that doesn't make your eyes bleed. And bearing in mind it doesn't have an ending, and instead dismally plops over into the horrible sequel, more cynacism is appropriate.
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and this reminds me of cruise for a corpse... never got far into it. too hard!
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Its the tail end of some Halo related "joke" (oh be still my acheing sides), because everyone got all stroppy when Halo got 8/10 instead of 12/10 or something. The comment was made for a while by stroppy people, then it sort of became a parody based joke at the expense of those comparing review scores against some universal truth.
God knows what it is now. Pointless? I think we agree on that one.
p.s. Sorry binky, you just happened to be in the wrong place at the right time, I'm not aiming all that bile at you (through some sort of bile cannon I presume).
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See, it's ok. Just lie back and be wrong. Let the warm, comfortable waves of wrongness lap around you, soothing you, relaxing you, until eventually, there, the wrong sleep of wrongness envelopes you entirely.
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Shame about this, though not exactly a shock.