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Ripper is a 1996 interactive movie point-and-click adventure game developed and published by Take-Two Interactive for MS-DOS and Macintosh. The cast includes Christopher Walken, Paul Giamatti, Karen Allen, Burgess Meredith (in his final performance before his death the following year), David Patrick Kelly, Ossie Davis, and John Rhys-Davies. It also uses the Blue Öyster Cult song "(Don't Fear) The Reaper". The villain of the game is chosen at random from the four main characters. A limited number of the clues and puzzles, plus a single line of dialogue in the ending, change according to the villain's identity.

Ripper
Developer(s)Take-Two Interactive
Publisher(s)Take-Two Interactive
Producer(s)Mark E. Seremet
Chris Short
Programmer(s)Greg Brown
Artist(s)
  • James H. Dargie
Writer(s)F. J. Lennon
John Antinori
Dennis Johnson
Composer(s)Michael Bross
Platform(s)MS-DOS, Macintosh
Release
  • NA: February 29, 1996
  • EU: 1996
Genre(s)Interactive movie, point-and-click adventure
Mode(s)Single-player

In 1996 home ports for the Saturn and PlayStation were announced,[1] but did not ship. Ripper is the second of the three Take-Two developed full-motion video-based adventure games, the other two being Hell: A Cyberpunk Thriller and Black Dahlia.


Plot


Ripper takes place in New York City in the year 2040. It opens with the investigation of the recent murder of Renee Stein, the third victim of a serial killer known as "The Ripper", largely out of the modus operandi similarity to Jack the Ripper. The player assumes the role of Jake Quinlan, a reporter for the Virtual Herald, whom The Ripper sends messages to detailing his murders[2] (an act attributed to Jack the Ripper, although no letters have been proven to come from him). Along with the police (whose investigation is headed by Detective Vincent Magnotta), Quinlan is seeking The Ripper's true identity.

After investigating Renee Stein's murder, Quinlan receives a message from The Ripper, who warns Quinlan that his girlfriend, Catherine Powell, will be the next victim, as she has gotten too close to discovering his identity. Quinlan manages to find Powell still alive, but in a coma "deeper than anyone thought possible." Cybersurgeon Claire Burton at the Meta-Cognition Center of the Tribeca Center Hospital manages to retrieve a distorted image of Powell's attacker, but requires additional information from Quinlan to make it clearer. (This is also a reference to Jack the Ripper, as the police hypothesized that they might be able to get an image of the killer from the retinas of the victims.) He provides this through investigating into what Powell was on to in her investigation and homes in on three possible suspects for The Ripper's murders. In order to transmit this information into Powell's brain directly, he enlists the help of Joey Falconetti, a hacker who specializes in interfacing directly with the human brain.

Quinlan's investigation leads him to discover that all of The Ripper's victims and all of those associated with the investigation of The Ripper (except Quinlan himself) were involved with an old gaming group known as the Web Runners, who played a game based on the Jack the Ripper mystery. The last session of this game somehow caused one of the players to die in real life. The player that died happened to be Catherine Powell's mother. Assistance from a pathologist named Vic Farley reveals that The Ripper's murders were done by placing a code into a victim's brain while in cyberspace that caused their internal body pressure to rise to a point of explosion, which Farley experiences immediately after providing his explanation. Quinlan also finds a cyberspace weapon developed by a murdered cyberarchitect named Hamilton Wofford, designed specifically to kill The Ripper inside a virtual recreation of the historic Whitechapel district of London, where the Jack the Ripper murders took place. After assembling the weapon and gathering the necessary protection from The Ripper's weapon, Quinlan enters cyberspace, kills The Ripper, and manages to escape the virtual Whitechapel in time to escape its destruction.

The Ripper can be one of four possible suspects: Joey Falconetti, Claire Burton, Vincent Magnotta, or Catherine Powell. With each play-through, certain clues and actual identity of The Ripper vary, though the bulk of the story is unchanged, and clues indicating the guilt of all four suspects will appear regardless of who the killer is. For instance, Catherine Powell experiences mysterious surges in brain wave activity that coincide with all the Ripper's murders regardless of whether or not she actually is the Ripper, and no alternative explanation for these surges is provided. However, the changes in the game's story and puzzles are limited to the game's third act- after Farley's death.


Cast



Development


Considerable effort was focused on the game's full motion video sequences. Paying the game's slew of big-name actors cost nearly 25% of the game's entire budget, and Phil Parmet was brought on to direct the video segments.[3] Writer/lead designer F. J. Lennon commented, "The whole industry wants to crucify FMV, people claim FMV doesn't belong in game, but if it's done professionally, I think it can work."[3]

The game engine was created from scratch. It can change resolution between 640x480 and 320x200 on the fly.[3]

Ripper had a budget of US$4 million, of which roughly a quarter paid actors, and was in development for two years.[4][5] It was launched in February 1996.[6]


Reception


Take 2 announced shipments of 160,000 copies to retailers during the game's debut week, and called it "our biggest game to date".[6] According to Take 2, the game sold above 150,000 units by the end of October 1996 and earned 28.7% of all company revenue during that fiscal year,[13] the total of which was $12.5 million. The company's income in that period was $349,074.[14] Arinn Dembo of CNET Gamecenter wrote, "[S]low sales, unfortunately, quickly knocked [Ripper] off retail shelves."[15]

The game received an average score of 71.50% at GameRankings, based on an aggregate of 4 reviews.[7] A reviewer for Next Generation commented, "One minute the game believes it's a graphic adventure, the next it's a movie, and the next it's a puzzle game. If any one of these aspects would be perfected, it could be a gamer's delight. As it stands, the game is mediocre in each category." He specifically criticized that the characters "are so overdone it's just plain funny" and the first-person sequences can't be bypassed, forcing the player to watch the same graphics every time they backtrack.[2]

Jeff Sengstack of NewMedia magazine wrote that Ripper "meets, even exceeds, its pre-release hype", and summarized it as "an engaging horror mystery with immense depth." However, he found fault with the video compression and difficulty.[16]


References


  1. "It's a Ripper". Sega Saturn Magazine. No. 7. Emap International Limited. May 1996. p. 8.
  2. "Jack's Back". Next Generation. No. 18. Imagine Media. June 1996. p. 122.
  3. "Ripper". Next Generation. Imagine Media (10): 83–84. October 1995.
  4. Jebens, Harley (May 23, 1996). "Complex 'Ripper' proves maddening". Austin American-Statesman. p. 125. Retrieved September 12, 2021 via Newspapers.com.
  5. Kramer, Farrell (November 28, 1995). "Lights! Action! Program! _ Big-Name Performers Moving to CD-ROM". The Associated Press. Retrieved September 12, 2021.
  6. "TAKE TWO INTERACTIVE SOFTWARE INC - Form 10KSB". SEC.gov. February 6, 1998. Archived from the original on June 18, 2018. Retrieved October 10, 2019.
  7. "Ripper". GameRankings. Retrieved 2012-01-24.
  8. Wolf, Michael (May 1996). "Reviews; Ripper". PC Gamer US. 3 (5): 109, 110.
  9. Dawson, Ed (May 1996). "Ripper". PC PowerPlay (1): 64.
  10. Yans, Cindy (April 13, 1996). "Ripper". Computer Games Strategy Plus. Archived from the original on February 8, 2005.
  11. Snyder, Frank; Chapman, Ted; Gehrs, Scott (April 1996). "Ripping Good Stuff". Computer Game Review. Archived from the original on December 21, 1996.
  12. Meyer, Bill (May 1996). "Ripper". PC Entertainment. Archived from the original on November 13, 1996.
  13. Take-Two Interactive Software, Inc. Form 10-KSB (Report). Delaware. October 31, 1997. p. 5. Archived from the original on June 18, 2018.
  14. Jebens, Harley (February 9, 1998). "Take 2's Mother Lode". GameSpot. Archived from the original on March 5, 2000.
  15. "GAMECENTER.COM - features - frightfest! - Ripper". www.gamecenter.com:80. Archived from the original on 20 July 1997. Retrieved 12 January 2022.
  16. Sengstack, Jeff (October 28, 1996). "Real World". NewMedia. Archived from the original on April 16, 1997.





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