What has always impressed me about The Adventure Company is the detail of the world they immerse you in. The 3D environments and cut scenes really establish a look and a mood, to get you ready for what is coming. From the opening cut scene of And Then There Were None, you are introduced to the world of ten very different people that are summoned to an isolated island by an unknown host. The graphics of the scenes and of the various characters on the train is highly detailed, down to their lapels. The detail of the characters was extraordinary. It’s not photorealistic in any way, and they do move very stiffly, but for a mystery game, I would rather have more computer power dedicated to the main character and allowing him to explore almost every aspect of each room, than have it dedicated to photorealism, so that all you can do is look at a pretty picture. I was also quite impressed with details of the house and of the island. I could see various little things, and I began to wonder if they were clues that I was going to need later. You do have the option to turn off things like the rain and lightning, shadows, animated water, etc., if you need to save CPU power.
The sound was done very well with atmosphere and music that matched the game. I am sure that any sound engineer working for the The Adventure Company could work for any movie production and fit right in. They did one thing that I was glad to see. So many times in games and in movies, the dialogue is drowned out by the sound effects or music. I left the sound levels at the default setting for the music and effects and it was perfect for the game. If you happen to disagree, you do have the option of raising or lowering each separately.