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8/10
a credit to Agatha Christie.
27 June 2011
Although the graphics were a bit odd at times (well, after seeing that "kiss" between two characters where their lips never actually touch, I would have say more than a bit) and there was a lack of "action-packed" game play, I would have to say this game is a credit to Agatha Christie in every way, including the "surprise" ending.

You play as Patrick Narracott, an added eleventh "little Indian" (which the game refers to as "sailor boys"). Some might complain this game can be uninteresting because of its dependency on tasks like, "bringing Dr. Armstrong his medicine bag" to continue plot, but I have found that, as mentioned in another review on this site, if you truly are a fan of the book and Christie, you will truly enjoy this game. Unlike in other Adventure Company games (cough-cough, Orient Express), most of the tasks seem necessary to the game and I never found any to be overly drawn out.

The music and the weather on the island definitely rank among the better aspects of the game (yes, the weather. no, no sarcasm intended). The music is always apprehensive and moody, which changes from a fast-to- slow pace, or vice versa, depending on the situation in play. The weather on the island is similar and sets the stage well for the murders of ten people. Speaking of which, YOU (yes, you) have the "choice" of deciding how you want the Christie's story to end (hence, the advertised "suprise" ending), depending on how you play. (i.e. I would save near the end, so you can go back and watch each of the different endings. -- All I'm going to say is that some are more satisfying than others...or at least for Narracott they are ;) ) You also have the option of viewing the original ending, as told by Agatha Christie, which is a nice touch by The Adventure Company.

Overall, this adaptation of how the "ten little Indians" meet their fate is well done, both in its background appearance (minus the world's first "lipless" make-out session) and actual game play. Each character is so well "illustrated" in the game that even staunch Christie-fans would approve of its liberties from the original book. And however brilliant a writer Agatha Christie may be, she cannot "literally" (ha...ha?) bring to life her characters, no matter how many adjectives she can fit on two-dimensional piece of paper. The Adventure Company did something Christie could not - they brought the third-dimension, the human element, to Agatha Christie's well-woven novel And Then There Were None.
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