Agatha Christie: And Then There Were None
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And Then There Were None tasks Mr. Narracott with roaming the mansion and other parts of the island for clues while occasionally stopping to converse with the other houseguests. You’ll open doors, collect items, solve puzzles and occasionally listen in on the other characters’ elitist banter as they speculate which one of them could be the murderer, who U.N. Owen is, and how they’re going to escape the island before another member of their party turns up a corpse.

And Then There Were None ultimately suffers from the same problem as so many works of art: Great concept, poor execution. While the “who-done-it” murder mystery backdrop is intriguing (in a cheesy Broadway play kind of way), the gameplay elements of this interactive novel supplement it poorly. Visual deficiencies, poor controls and incredibly repetitive tasks hold this title back big time.

Dr. Armstrong and Miss Brent wondering what they're doing in such a boring game.

First of all, not only was this game previously released on the PC three years ago, but it shows its age….badly. The stagnant pre-rendered graphics and grainy FMVs resemble something one would expect to see in a first-generation PS2 game. Even worse are the character models. Blocky, expressionless robots who, despite being wonderfully voiced by genuine British voice actors, don’t even lip sync their spoken dialogue. These visuals would appear old on the GameCube, but they look downright ancient on the Wii. The game doesn’t even support 480p, nor widescreen.

Ok, so maybe graphics are overrated. Then you’d think AWE Games would at least try to make up for the archaic picture quality by including some nicely-implemented Wii controls in place of a mouse. Sadly, this is not the case in And Then There Were None.

"Oh crap! Geico doesn't insure boats, do they?"






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