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.
This story is from the Issue 244 edition of Retro Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the Issue 244 edition of Retro Gamer.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 8,500+ magazines and newspapers.
Already a subscriber? Sign In
Space Giraffe
MORE THAN JUST A TEMPEST CLONE
Street Fighter II: Champion Edition
How NEC's tiny console successfully pulled off the task of hosting the world's biggest fighting game
Streets Of Rage
FIGHT TOGETHER, FIGHT FOREVER
The Official Frogger
IT'S FROGGER, BUT SUPERCHARGED
The Making Of Karateka
Game preservation has just gone up a level
Konnichiwa
I’m writing this a week after my return from Japan. I’m feeling flat and can’t believe it’s already so far behind me.
CALL OF DUTY
THE STORY OF CALL OF DUTY BEGINS NOT AT ACTIVISION, BUT IN THE BOSOM OF ITS CHIEF RIVAL, EA. THE LATTER PUBLISHER HAD TASKED A DEVELOPER NAMED 2015 INC WITH EXPANDING ITS TERRITORY ONTO PC WITH MEDAL OF HONOR: ALLIED ASSAULT
HOGS OF WAR
TREMENDOUS TURN-BASED TACTICS AND VERY BRITISH HUMOUR BUILT HOGS OF WAR A CULT FOLLOWING IN THE YEARS AFTER IT FIRST BROUGHT BACON TO THE BATTLEFIELD. JOIN US ON A RECONNAISSANCE MISSION THAT YIELDS DEVELOPER INSIGHTS AND NEWS OF A REMASTER
Callahan's CROSSTIME SALOON
YOU'LL ENTER IT AS A STRANGER, AND YOU'LL LEAVE AS A FRIEND. JOIN ADVENTURE GAMING LEGEND JOSH MANDEL FOR A BEER OR TWO IN CALLAHAN'S CROSSTIME SALOON: A HILARIOUS, UNSUNG CLASSIC FROM THE LATER YEARS OF THE POINT-AND-CLICK ERA'S GOLDEN AGE...
LED STORM
CAPCOM'S ARCADE ARCHIVE IS SO STUFFED THAT FOR EVERY MEGA-HIT THERE ARE SEVERAL RELEASES THAT ARE REGULARLY OVERLOOKED. LED STORM IS ONE SUCH TITLE, AND THAT'S A SHAME BECAUSE IT'S A GREAT GAME - OR SHOULD WE SAY GAMES?