Sometimes you just have to wait until things are ready and that’s exactly why Rob Wass has spent over ten years developing Clive ‘N’ Wrench. The retro-inspired 3D platformer is hotly anticipated by fans that have followed the project and we speak to Rob about his experience getting it ready for release.
How did your journey to create a classic 3D platformer start?
3D platformers have always been my favourite genre, but back in 2011, it seemed that the genre was dead. I figured I couldn’t be alone in that feeling and made a YouTube video discussing this. The response was positive and sparked a thought process within me. I felt that if nobody else is doing it then maybe I could. By the time I actually finished, over a decade later, the genre had already been resurrected, but at least in one way, I was ahead of that curve.
Why has it taken so long for Clive ‘N’ Wrench to be released?
When I started, I didn’t think I’d see it through to completion, it was just an experiment and a challenge to see what I could do. I’ve worked with several freelance coders and voice actors over the years, but the lion’s share of the work has all been on my shoulders. Once I did start taking it more seriously, I had a day job and less free time. Over the last couple of years, I’ve been running a Patreon which, when combined with my own savings, allowed me to quit my job and work on Clive ‘N’ Wrench full time.
Esta historia es de la edición Issue 244 de Retro Gamer.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor ? Conectar
Esta historia es de la edición Issue 244 de Retro Gamer.
Comience su prueba gratuita de Magzter GOLD de 7 días para acceder a miles de historias premium seleccionadas y a más de 9,000 revistas y periódicos.
Ya eres suscriptor? Conectar
EVERCADE EXPANDS
We go hands-on with Blaze’s upcoming releases
Rock Band Unplugged
WHO NEEDS PLASTIC PERIPHERALS?
Super Woden GP II
In a world where additional extras are often hidden behind microtransactions and downloadable content it’s rather refreshing to find a game that comes loaded with an obscene amount of extras.
THE MAKING OF MICKEY MANIA
THERE WERE SEVERAL GAMES ON THE MEGA DRIVE FEATURING THE WORLD'S MOST FAMOUS MOUSE, SOME VERY GOOD (CASTLE OF ILLUSION), SOME VERY BAD (FANTASIA). AND THEN THERE WAS MICKEY MANIA, AN IMPRESSIVE TECHNICAL SHOWCASE FROM TRAVELLER'S TALES
PARKER BROS
BY USING ITS CONTACTS IN THE ENTERTAINMENT SECTOR AND FORMIDABLE MARKETING CLOUT, PARKER BROTHERS BROUGHT TITLES LIKE STAR WARS: THE EMPIRE STRIKES BACK, SPIDER-MAN AND FROGGER TO THE ATARI 2600 AND ITS RIVALS. RETRO GAMER HIGHLIGHTS THE FIRM’S BEST RELEASES
SNATCHER
AS HIDEO KOJIMA HAS BECOME A RARE CELEBRITY IN THE GAMING WORLD, SO HIS OLDER WORKS ARE INCREASINGLY REVISITED. BUT HIS 1988 CYBERPUNK ADVENTURE SNATCHER IS ALMOST UNPLAYABLE TODAY, LEGALLY, AND ONLY RECEIVED ONE ENGLISH PORT – WHICH HAS ONLY INCREASED ITS CULT APPEAL, AND COST
ULTIMATE GUIDE TARGET:RENEGADE
THE CITY STREETS ARE NEVER SAFE FOR LONG, ESPECIALLY IN THE DELIGHTFUL-SOUNDING SCUMVILLE, WHERE IT'S KILL OR BE KILLED. JOIN US AS WE REVEAL HOW WITH TARGET: RENEGADE, OCEAN SOFTWARE RETOLD THE STORY OF A VENGEFUL VIGILANTE AND CREATED ONE OF THE BEST EVER 8-BIT BRAWLERS
THE MAKING OF Trivial Pursuit
IN 1986, A SMALL SOFTWARE HOUSE ON THE VERGE OF BANKRUPTCY LICENSED THE WORLD’S BIGGEST BOARD GAME FOR HOME COMPUTERS. IT CHANGED DOMARK – AND THE UK GAMES INDUSTRY – FOREVER
Donkey Kong
ABRIDGED TOO FAR?
THE SPECTRUM
IT’S ONE OF THE MOST ICONIC HOME COMPUTERS EVER MADE, AND IT’S BACK IN PLUG-AND-PLAY FORM. WE SPEAK TO THE PEOPLE BEHIND IT TO FIND OUT WHY IT’S TAKEN SO LONG, AND GET A CHANCE TO GIVE OUR FIRST IMPRESSIONS AHEAD OF LAUNCH