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Agatha Christie: Murder on the Orient Express
Developer(s)AWE Productions
Publisher(s)The Adventure Company
Designer(s)Lee Sheldon
SeriesAgatha Christie series
Engine2.5D Engine
Platform(s)PC, Windows
Release
Genre(s)Adventure
Mode(s)Single player

Gameplay

Murder on the Orient Express is a point-and-click adventure game, played from a third-person perspective.[1] Players can navigate and interact with the game's environment, mainly comprised of carriages on the Orient Express, through use of a context-sensitive cursor.[2] The cursor changes when it is placed over an item which the player can interact with, and can be used to talk to other characters, listen to other characters' conversations, look around the environment, and move.[2] The player can walk to a location with a single click, and run to a location with a double-click.[3] Double-clicking on the edge of the screen instantly takes the player to the next screen.[3] There is a map of the train in the game's interface at the top of the screen, and once each carriage has been unlocked the player can click on any part of the map and instantly be transported to that location, saving the player from having to travel through the train screen by screen.[3] Another feature of the interface that the player can access is an objectives menu.[1] This menu states the general tasks the player should be attempting to complete, and is designed to guide players in the right direction.[1] The menu doesn't give the player any explicit hints though.[1]

Antoinette Marceau looks through a carriage for clues.

Murder on the Orient Express, as with its predecessor, features an inventory system.[3] There are several components of the inventory, including an fingerprint examination screen, a scrapbook, and a passport screen for managing and viewing the passengers' passports.[3] There are a total of eighty slots for carrying items in the inventory, spread across five separate screens.[3] Items cannot be discarded from the inventory once they have been aquired.[3] The player can access the inventory by clicking on an icon on the game's interface, or can simply right-click.[2] After items are used, a right-click returns them to the inventory, and the exact slot they were originally placed in.[2] Each item is labelled, and the player can inspect each inventory item in more detail by dragging it over a magnifying glass icon, and can also listen for a soft hissing sound which indicates that there is something relevant for the player to note about a certain item.[2] In a divergence from other games in its genre, Murder on the Orient Express does not allow the player to combine items in the main inventory screen.[3] There is a separate interface for item combinations, and the player must drag items into this screen if they wish to try and combine them.[3]

A large portion of gameplay in Murder on the Orient Express has the player questioning characters and listening to lengthy periods of dialogue in order to aquire clues which may lead to the murderer.[4] Other tasks the player must complete include collecting passports and other paraphernalia left by the passengers in an effort to acquire clues to lead to the solution of the murder, and retrieving certain objects for various characters.[5] Combining items in the inventory forms a major part of the puzzles in the game.[4] There are no puzzles with time limits in the game, although some puzzles require correct timing.[6] There are also several single screen puzzles, such as a safe-cracking puzzle.[6]

A unique feature of Murder on the Orient Express is Poirot, who serves as a hint system for the duration of the game.[7] The player can access Poirot at any time during the game, and can receive hints to help them proceed.[7] The game has two difficulty levels, and the player can determine which one they prefer to play at soon after the murder occurs.[7] Poirot challenges the player, allowing them to choose to either readily accept help from him and allow him to guide the player through the game, or alternatively try to outsmart the famous sleuth by solving the mystery with obscure, and in some cases nonexistant hints.[7] If the player has trouble once they have chosen the more difficult setting, Poirot will gradually become more forthcoming with information.[7]

Synopsis

Setting

Characters

Plot

Development

Murder on the Orient Express was announced on May 2, 2006, as the second installment in The Adventure Company's Agatha Christie series.[8] As with the game's predecessor, And Then There Were None, Murder on the Orient Express was developed by AWE Productions, in collaboration with producer The Adventure Company.[8] The production team remained largely the same, with Lee Sheldon reprising his role as Lead Designer,[9] and Scott Nixon from AWE Productions reprising his position as Managing Director.[7]

The Adventure Company and Chorion, the owners of the rights to Christie's works, chose Agatha Christie's novel Murder on the Orient Express, widely considered the author's magnum opus, as the basis for the next game in the Agatha Christie series.[6] AWE Productions had little influence in the choice, other than being asked for an opinion.[6] Lee Sheldon created a concept document for the new game and sent it to Chorion, who sent it back with some suggestions.[9] Sheldon agreed to some of these, but refused others.[9] Chorion was generally more comfortable with the development team for their second outing.[6] They did not have to scrutinize every aspect of the game as with And Then There Were None, and generally had less complaints with Murder on the Orient Express, as opposed to its predecessor.[6]

Mike Adams, the Producer of Murder on the Orient Express, was extremely determined to have David Suchet as the voice actor for Poirot, a major character in the game.[7] Scott Nixon thought that Suchet had become so intertwined with the character of Poirot after his success with the television series Agatha Christie's Poirot, that it would be hard to imagine someone else doing Poirot's voice without constantly being compared to Suchet.[6] Nixon described the situation as a Catch-22, saying that he "worried about someone coming in and doing a Suchet impression instead of a unique rendition of Poirot, yet the more the voice strays from Suchet’s version, the more people will wish it was Suchet doing it!"[6] Another reason for the development team's determination to have Suchet aboard was that they thought he would spur the other voice actors in the game, such as Vanessa Marshall who portrayed Antoinette Marceau, to step up and compete with Suchet's skillful portrayal of Poirot.[6] Fairly late in the game's development, Suchet agreed to do the voice acting.[6] He admitted that one reason for his acceptance of the offer was that he felt possessive of the role of Poirot, considering he had been portraying the character for so long.[10] Mike Adams expressed pride at having succeeded in convincing Suchet to do voice acting for Murder on the Orient Express, and said that his skillful voice acting would bring "tremendous excitement and authenticity" to the game.[7]

File:Suchet in studio.jpg
Suchet providing the voice acting for Poirot.

As with And Then There Were None, Lead Designer Lee Sheldon introduced a new character to the plot of Murder on the Orient Express, who was not present in Christie's novel.[9] The character, Antoinette Marceau, is described by Sheldon as an amalgam of two characters from the novel.[9] These were Poirot's friend who ran the Orient Express, M. Bouc, and a young soldier who is present in both the novel and the film version of the story, who shepherds Poirot to Istanbul.[9] Sheldon stated that he did not want to create entirely new protagonists for the Christie games, but rather draw from sources in Christie's novels to piece together the games' protagonists.[9] Sheldon also addressed concerns from several early previews of the game, which asked why the player couldn't actually play as Poirot.[9] He explained the choice of Marceau as the protagonist, saying "the reason for choosing Marceau over Poirot as the protagonist is that most of the fun of Poirot is seeing what he is up to, watching how he acts and solves things. I’ve always thought the more interesting character was the ‘Watson’ character rather than the Sherlock Holmes character."[9]

To make Poirot an even more integral part of Murder on the Orient Express, Sheldon made him into an elaborate hint system.[9] After players complained about a sense of aimlessness in And Then There Were None, which arose whilst they tried to find a trigger to begin the next section of gameplay, Sheldon made Poirot an "oracle of sorts," who can provide help whenever the player is stuck or unsure of what to do next.[9]

The development team decided that, like with And Then There Were None, they would change Christie's original for Murder on the Orient Express.[7] The aim of the developers was to create games that would appeal not only appeal to casual gamers, but also appeal to Christie fans.[7] As nearly all Christie fans have read Murder on the Orient Express, and know the solution, and considering that the novel was to included with the game, the developers decided that the ending needed to be changed.[7] The novel has two solutions, one being what appears to be happening and the other being what is actually occuring, and the developers aimed to develop a third solution which drew on these two solutions, and still surprised the player.[9] Lee Sheldon admitted that his variation to the ending of And Then There Were None received some criticism, and said that in Murder on the Orient Express changing the ending was even harder because of the sheer fame of the book and its solution.[9] He also expressed his hatred of adaptations of older material which make fun of that time period, and said that he was trying to stay as faithful to Christie's work and time era as possible.[9]

A major difference between And Then There Were None and Murder on the Orient Express that Sheldon pointed out was that in the former, the premise of the novel was that no one solved the murder.[9] This forced Sheldon to desperately try to find a way to integrate clues into the story so that the player could actually discover the murderer, although the game remained quite uninteractive.[9] In Murder on the Orient Express, the actual novel follows an investigation, so Sheldon could more easily integrate clues to lead to all three possible solutions.[9] Sheldon also excised unnecessary puzzles from Murder on the Orient Express, as they were an unpopular feature of its predecessor.[6]

Several graphical improvements were made to Murder on the Orient Express over And Then There Were None.[7] These were mostly dedicated to character design and animation, which were extremely poorly received features of the first Christie game.[7] The development team introduced animation layers, allowing them to control parts of character models independently.[7] This allowed the developers to use the same animations whether the character was sitting, standing or lying down, and also gave them more head and upper body control.[7] In And Then There Were None characters had to rotate their entire bodies to talk to one another, whereas in Murder on the Orient Express characters can simply turn their heads.[7] The game has no physics features, but screen resolution was increased, more detailed backgrounds were made, and characters have more polygons.[7]

File:MOE party.jpg
Actors portraying characters in Murder on the Orient Express attending the game's launch party.

Research was a major component of the developmental stages of Murder on the Orient Express.[9] Most of the research was focussed on Yugoslavia in 1934, the game's setting. Sheldon focussed on the political and scientific situation of of this era, and explained his intensive research, saying "all of the puzzles have to be contextual. They all have to either help character, help story or define period."[9] The developers also drew influence from a train museum outside Miami with an original Pullman carriage - the same as the carriages used on the Orient Express.[6] The museum also contained a locomotive similar to the one the developers needed.[6] The developers ended up using the train museum, several books about the Orient Express, the 1974 film version of Christie's novel, and the internet, as research resources.[6][9] With Murder on the Orient Express being the first Poirot game produced, Sheldon was careful that the game fitted into Christie's timeline of Poirot's exploits.[9] The television series often took liberties with the time stories were set in, but Sheldon was determined to keep everything in strict accordance with Christie's work.[9] There are several references in the game to Poirot's earlier cases, all of which are chronologically accurate.[9] This was partly so that Sheldon could draw influence from the culture of specific eras of time, and also so that in the future other Poirot-based games will be chronologically accurate.[9]

The official site for Murder on the Orient Express was unveiled on September 21, 2006, and contains screenshots, character biographies and photos, environment artwork, trailers, demos, music, wallpaper and contests.[11] Murder on the Orient Express was shipped to stores on November 14, 2006 in North America.[12] It received an ESRB rating of Teen (13+) and retailed for an MSRP of US$29.99.[12] The Adventure Company held a launch party for the gaming press on November 16, two days after the game was shipped.[13] Among the guests were the development team of Murder on the Orient Express, and actors portraying the game's various characters.[13] The demo for Murder on the Orient Express was released on December 20, 2006, and contained a small portion of the game which has the player exploring the train.[14]

Reception

Since its release, Murder on the Orient Express has received widely differing reviews.[15] According to Metacritic, reviews of the game have fallen between 27% and 91%, representing a large range of opinions.[15] An aspect of gameplay in Murder on the Orient Express which received largely negative reactions was the repetitive nature of many tasks the player must complete. 2404 accused the game of reducing Christie's novel, and the game, into a series of repetitive and secretarial tasks, such as collecting fingerprints, passports, and other random items.[1] The site further went on to say that the player is made to feel "like a secretary for Poirot."[1] GameOver agreed with this view, saying that much of the game consisted of "goofy little errands" such as completing tasks for characters and mindlessly searching for objects.[5] EuroGamer provides an example of this, by saying that at one point in the game the player is required to go through each cabin checking the shoe sizes of the various passengers' shoes to check if one matches shoe prints outside the train.[16] The inventory sytem featured in Murder on the Orient Express has also received signficant criticism. IGN complained that instead of being able to find item combinations through trial and error in the main screen, the player is forced to drag items to a separate screen, leading to tedious gameplay.[4] Some reviewers, in contrast, praised the inventory system, with Quandary calling it intuitive, and easy for players to organize.[2]

References

  1. ^ a b c d e f "Agatha Christe: Murder on the Orient Express Review". 2404.org. 2006. Retrieved 2007-06-17. {{cite web}}: Check date values in: |date= (help)
  2. ^ a b c d e f "Agatha Christie: Murder on the Orient Express". quandaryland.com. 2006. Retrieved 2007-06-17. {{cite web}}: Check date values in: |date= (help)
  3. ^ a b c d e f g h i "Agatha Christe: Murder on the Orient Express Review". adventuregamers.com. 2006. Retrieved 2007-06-17. {{cite web}}: Check date values in: |date= (help)
  4. ^ a b c "Murder on the Orient Express Review". IGN. 2006. Retrieved 2007-06-17. {{cite web}}: Check date values in: |date= (help)
  5. ^ a b "Agatha Christie: Murder of the Orient Express". game-over.net. 2006. Retrieved 2007-06-17. {{cite web}}: Check date values in: |date= (help)
  6. ^ a b c d e f g h i j k l m n "Scott Nixon". adventureclassicgaming.com. 2007. Retrieved 2007-06-16. {{cite web}}: Check date values in: |date= (help)
  7. ^ a b c d e f g h i j k l m n o p q "Agatha Christie: Murder on the Orient Express Interview". strategyinformer.com. 2006. Retrieved 2007-06-16. {{cite web}}: Check date values in: |date= (help)
  8. ^ a b "The Adventure Company Announces Development of Agatha Christe: Murder on the Orient Express" (PDF). agathachristiegame.com. 2006. Retrieved 2007-06-16. {{cite web}}: Check date values in: |date= (help)
  9. ^ a b c d e f g h i j k l m n o p q r s t u v w x "Lee Sheldon: One-on-One with JA". justadventure.com. 2006. Retrieved 2007-06-16. {{cite web}}: Check date values in: |date= (help)
  10. ^ "David Suchet interview". Youtube. 2006. Retrieved 2007-06-16. {{cite web}}: Check date values in: |date= (help)
  11. ^ "The Adventure Company Unveils New Web Site for Agatha Christie: Murder on the Orient Express". GameSpot. 2006. Retrieved 2007-06-16. {{cite web}}: Check date values in: |date= (help)
  12. ^ a b "A New Mystery is Hurtling Down the Track as The Adventure Company Ships Agatha Christie: Murder on the Orient Express for the PC" (PDF). agathachristiegame.com. 2006. Retrieved 2007-06-16. {{cite web}}: Check date values in: |date= (help)
  13. ^ a b "Murder Party on the Orient Express". justadventure.com. 2006. Retrieved 2007-06-17. {{cite web}}: Check date values in: |date= (help)
  14. ^ "The Adventure Company Announces Demo for Agatha Christie: Murder on the Orient Express". GameSpot. 2006. Retrieved 2007-06-16. {{cite web}}: Check date values in: |date= (help)
  15. ^ a b "Agatha Christie: Murder on the Orient Express". Metacritic. 2007. Retrieved 2007-06-18. {{cite web}}: Check date values in: |date= (help)
  16. ^ "Murder on the Orient Express". eurogamer.net. 2007. Retrieved 2007-06-18. {{cite web}}: Check date values in: |date= (help)