Agatha Christie's And Then There Were None Wii Review - 05/02/2008

Picture the scene: 10 strangers are invited to a lavish estate on an isolated and eerie island. No-one has any idea why they are there, but after hearing a recording from the owner of the estate, the truth is revealed.


Each of the guests is labelled as a murderer, which in turn puts them as one of the host's targets - the mysterious killer who has all of the guests in the palm of his hand...The numbers dwindle, echoing the events found in a poem above the mantelpiece, where the last line is 'And Then There Were None.'

If that sounded completely enthralling to you, then continue reading. If you don't find yourself loving the idea of this murder mystery adventure, then you should really stop right now and save yourself the trouble of finding out that this game is not one for you.

You play as the eleventh member of the group, someone who wasn't included in the original Agatha Christie novel the game is based on. You are Patrick Narracott, the boatman who brought the people to the island. This may not seem that important, but you end up performing a role that is 'surprisingly' similar to a detective, searching for clues around the house, and trying to discover who the killer is before he targets you. This addition of a character makes it all an actual game, rather than just a story of people. Although the way they don't make him a fully fledged detective is a bit annoying, as having a classic Sherlock Holmes style main character would have made the game more interesting - Patrick is a bit too bland as a main character.

Maybe Patrick should just leave the house where everyone is getting murdered...


And Then There Were None is also not an original Wii game. A PC game in 2005, the translation of a Point and Click to the Wii would seem obvious. Point and Click is one of those genres that seems destined to shine on Wii, and this is a classic example of why that works, even if it's also an example of how it doesn't. You point at the screen with the remote, which replaces the mouse, not exactly rocket science, but this is also the beginning of the many problems that the game has. The cursor just doesn't feel responsive. When compared to the Wii Menu's hand, this triangle doesn't feel natural to move, especially for a game where it's your most important tool.

The cursor changes shape depending on what you hover over, whether that's a door, object, or just the side of the screen. When something is selected with the A button, Patrick will casually walk over to it, unless A or B is pressed again to make him break into a run. Even this speed of travel can get tiresome, as when he arrives at his destination the action once again slows down to a snail pace, with him opening the door, or picking the object up excruciatingly cautiously. This is made even worse when you see the exactly the same animation for every single one of these actions.

This caption's too easy, and too gross, so I won't bother. The sheets are nice at least.


You have two menu screens available to you throughout the game, an Inventory and a Journal. You collect items in the inventory and collect written evidence in the Journal, nothing unusual. All except for how boring both screens look. They cover the main screen slowly, and when you're navigating them, they are just boxes and words, nothing that would interest anyone with half an imagination. The journal is also home to some of the 'best' sections in the game. Looking through your notes can be tedious to say the least, and the lack of anything interesting going on screen while you're doing it doesn't help matters either. You can combine the items that you find, although this isn't explained to you very well in game.

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AWE Productions
Adventure Comp.
0000-00-00
Wii - PC