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Jack the Ripper, though long a popular figure in both literature and film, has been criminally underutilized in adventure games. In 1994 Gametek published Jack the Ripper, a text-based, historically driven snooze-a-thon with limited graphics. In 1996, Take 2 released Ripper a full-motion-video game that transported the historic Ripper to the 21st century. Finally, Microids in 2004 released Jack the Ripper, an ambitious attempt to create a continuing series, but potential sequels never materialized due to lack of finances and poor sales.
As is common with Ripperphiles like myself, new theories on the identity of the Ripper are always relished, but how much of a cosmic coincidence is it that these two icons - who have met rarely in literature and film (The West End Horror, Murder by Decree) and never in games - would both meet not once, but twice in the very same month!? Just as May, 2009 welcomed the release of Frogwares’ Sherlock Holmes versus Jack the Ripper pc game, so too did it see Dust and Shadow: An Account of the Ripper Killings by Dr. John H. Watson, a novel by author Lyndsay Faye and both are totally unrelated! Though the book and game both concern the unlikely meeting of fictional detective and historical serial killer, they approach it from different points-of-view. Whereas Dust and Shadow sees Scotland Yard approach Sherlock for his theories on the killer who, coincidentally, has already had the chutzpah to contact his nemesis, Frogwares takes the opposite approach as Sherlock downplays his involvement and circumvents the Yard and the Ripper seems largely unaware of Sherlock’s existence.
As for the game itself, does it work? Do we feel as though we have stepped into Holmes’ shoe, that we are making the deductions, wearing the deerstalker? Well, to paraphrase Sherlock Holmes, the review is afoot! Previous Frogware/Sherlock games were always lacking in one important matter that – at least to me – shattered any illusion of reality and prevented total immersion. Streets that should have been bustling with activity were largely devoid of people. Not too mention that they were as pristine as your grandmother’s dinner plates. Well, that problem has been more than rectified. Not only are the back alleys and main streets of London now full of life, but their inhabitants are animated and constantly on the move. That drunk on the corner sipping his libation; pass by a few minutes later and chances are he’ll be asleep on the sidewalk, using the empty bottle as a pillow.
The voice-actors also add to the believability as their litany of varying cockney accents and idioms are in keeping with the times. Frogwares is to be commended here for many developers refuse to include any accents at all in their games for fear of either offending someone or alienating a potential customer. The game proper has Sherlock Holmes, at Dr. Watson’s instigation as usual, investigating the brutal slaying of a woman in the Whitechapel district of London. Though he is working outside the jurisdiction of Scotland Yard, he does find ways to surreptitiously share the results of his deductions with his friends in law enforcement so that they can further their investigation. As the brutality of the murders increases, Holmes, wending though a maelstrom of false leads and red herrings, is eventually able to track down the murderer. All of the evidence and locations in the game are based upon real life events and evidence and while this attention to detail is commendable, it is also the albatross that threatens to sink the game.
The notes for the deduction boards are acquired by using a magnifying glass to search for clues and evidence around and upon the victim. Except that the victim’s body is not actually present (at least not early in the game) and is represented by either Dr. Watson in drag (seriously!) or their vivid imaginations. Each found clue then becomes a note that can be tacked to the deduction board. Again, this slows the game to a crawl, not to mention that you cannot advance from the scene until all of the clues have been found. So what is the purpose of all of this deduction? It seems, only to solidify the developer’s theory on the identity of the murderer (but, more on that later!). They would have served a much better purpose if the player were offered options that would then allow for multiple endings.
If you’ve played any of the previous Sherlock games, then you know what to expect puzzle-wise. There are the usual microscope analyses, searches with a magnifying glass and tape measure and Holmes’ various disguises. There is also lots and lots of dialogue, which is thankfully well-written and often provides clues to further the investigation. There are also a few puzzles that, even though I eventually solved them through trial-and-error, still made not a lick of sense to me, once such being a confusing conundrum involving perfume bottles, oil resin and jigsaw pieces.
There is one instance of a character acting against type that was a tad disturbing. While I realize that Dr. Watson is a general practitioner and not a surgeon, his violent reaction to Holmes’ re-creation of the Ripper’s final murder victim using a clay figure is more than a tad unbelievable. Much more believable though is Holmes’ initial reaction upon discovering the remains of said victim. It is a truly defining moment in both the game and for Holmes’ personality that provides some much-needed humanity to the character as does also his protective admonishment to his friend Watson to ‘not go back there,’ there being the room with the slaughtered body.
Finally, while this has nothing to do with the game per se, there is something in the credits that is not only confusing, but also – in my opinion – somewhat unsettling. As the credits scroll to a close, the following ‘Important Notice’ appears: The characters and events in this game are based on one of many theories of who “Jack the Ripper” really was. This game is based on theory rather than fact. The views expressed in the game are not those of its developer, publisher, manufacturer, any licensee or licensor or any person involved with the game. No representation of warranty is given concerning the accuracy of any information in this game. All reference to persons living or dead and their acts and related events is theoretical or co-incidental and should not be taken as fact. This game is not endorsed by or associated with any third party, author, character, company, film, game book or other work. All trade marks are the property of their respective owners. So here is what I don’t understand, if 'The views expressed in the game are not those of its developer, publisher, manufacturer, any licensee or licensor or any person involved with the game,' well then exactly whose view is responsible for the game? How can neither the developer nor any other person involved with the game not be responsible for the views expressed in the game? This is about the most asinine, gutless statement I think I’ve ever seen in a game disclaimer. If no one is willing to shoulder the responsibility of theorizing as to the identity of the Ripper, then what was the point after all?
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