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Wednesday, 6 August 2008

The best on line game you can enjoy this time!!!


Do you like playing game, if you like, you can try this game. It is the best on line game you can enjoy this time!!!


Agatha Christie: And Then There Were None 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.


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.


Agatha Christie: And Then There Were None is the first in The Adventure Company's Agatha Christie series.


Agatha Christie: And Then There Were None is 2nd Runner-Up Best Adventure Game of 2007


Calling all adventure gamers! 10 strangers are invited to a lavish house on an isolated island. Through a recording, their mysterious host accuses each of his 'guests' of murder and proceeds to exact 'justice.' Tension mounts as, one-by-one, the number of people are reduced through the ingenious plotting of the unseen killer. Prepare yourself for an investigative thriller like never before! New twists-and-turns to the original story, plus a brand new character has been introduced: YOU!


· Multiple game endings.


· Intriguing investigations.


· Thrilling murder mystery.


Gameplay of And Then There Were None:


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 And Then There Were None. 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.


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 And Then There Were None.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 Nonee is to prevent the player wandering aimlessly, unable to proceed. Another reason for the addition of a journal was because the developers of the And Then There Were None 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 And Then There Were None. 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 And Then There Were None. 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



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