.agree, but it could also depend on the developer goal, maybe they just wanted to develop their frameworks and tech, or maybe they just wanted to start a studio so in the end innovating was lost in their priorities.Why does every game like this need to look and play exactly like the original game that inspired them? I mean, I understand that the developer probably was 13 years old when the N64 was released and Banjo was his favourite game but damn.
If you're gonna spend so much time making a game, why not start with coming up with an original idea instead of copying your childhood games?
If the only think people are thinking when they watch the trailer is "oh yeah it's just like THAT game down to the movement set and animations..." you're doing it wrong.
Native ps5 or ps4 bc?1080P/30fps on PS5.
That’s rough.1080P/30fps on PS5.
Nice description for unacceptable.That’s rough.
1080P/30fps on PS5.
In their journey through space and time, Clive 'N' Wrench have landed in ancient China! Help the duo stop the evil Dr Daucus from doing damage to the timeline as they traverse the great wall, jump across ancient temples and explore crystal caves.
---
Clive ‘N’ Wrench is a brilliantly crafted 3D platforming paradise full of challenges, collectables, and charismatic characters. Starring Clive the rabbit and best friend Wrench, the monkey on his back, players will jump, roll, hover, and spin their way through time and space in a magical 1950’s refrigerator, on a heroic quest to thwart the tyrannical Dr Daucus.
Players will adventure through the prehistoric ice age in Iceceratops, to ancient Egypt in Tempus Tombs, and even across the Wild West in 11 distinct levels each with its own boss battles with varying difficulties. Clive ‘N’ Wrench has been tailored for both experienced players and newcomers alike.
Inspired by genre classics like Spyro the Dragon and Jak & Daxter, Clive ‘N’ Wrench began its journey back in 2011 by sole developer and superfan, Rob Wass. Off the back of designing maps for Epic Games’ Unreal Tournament and creating entire towns in Rockstar’s early 3D GTA’s (III, Vice City and San Andreas), Rob has used his industry knowledge and love for 3D platformers to shape the look, feel and animation of each move in the game’s diverse skill set.
Numskull Games will release Clive ‘N’ Wrench on Nintendo Switch, PlayStation 5, and PlayStation 4, with a digital edition available on PC (Steam). A Physical Standard and Collector’s Edition will also be available for players to purchase, featuring the game’s soundtrack, exclusive character cards, fridge magnet and a full colour manual.
All physical Standard editions also feature a mini-booklet which includes a breakdown of the duo's special moves, a nostalgic throwback to classic 3D platformers!
The only way to play the game at a decent framerate. Everything else is 30fps trash.Looking forward to seeing the ray traced uber version on PC.
This is the worst looking game I have seen in a while.[/URL]
1440p/30fps
1080P/60fps
At least they are trying to fix their shit.
But still a joke when you can play games like Astrobot in flawless 4k/60.
Why does every game like this need to look and play exactly like the original game that inspired them? I mean, I understand that the developer probably was 13 years old when the N64 was released and Banjo was his favourite game but damn.
If you're gonna spend so much time making a game, why not start with coming up with an original idea instead of copying your childhood games?
If the only think people are thinking when they watch the trailer is "oh yeah it's just like THAT game down to the movement set and animations..." you're doing it wrong.
https://www.nintendoworldreport.com/interview/53639/clive-n-wrench-interview-with-developer-rob-wassThis is the worst looking game I have seen in a while.
But maybe it's built by just one person or it's a high school/college project.
My name is Rob Wass. I'm a largely solo indie dev based in the UK.
That explains a lot. In that case, is impressive.https://www.nintendoworldreport.com/interview/53639/clive-n-wrench-interview-with-developer-rob-wass
he’s been working on it since 2011.
Just give us a new kanjobazooie Phil,please!
I don't know about that. Mario 64, Galaxy, and Sunshine all control like shit imo. I don't know how those games get a pass for their control.Looks fun, but the only way to know if a platform is fun is to try it and see how controls react to your inputs. And pretty much just Nintendo mastered this in 3D platform for my experience.
I don't know about that. Mario 64, Galaxy, and Sunshine all control like shit imo. I don't know how those games get a pass for their control.
I don't know about that. Mario 64, Galaxy, and Sunshine all control like shit imo. I don't know how those games get a pass for their control.
I don't know about that. Mario 64, Galaxy, and Sunshine all control like shit imo. I don't know how those games get a pass for their control.
Now, that's an interesting take.I don't know about that. Mario 64, Galaxy, and Sunshine all control like shit imo. I don't know how those games get a pass for their control.
I don't know about that. Mario 64, Galaxy, and Sunshine all control like shit imo. I don't know how those games get a pass for their control.
Sorry you don’t like refined, momentum based platforming. Maybe simplified Banjo is more your speed?I don't know about that. Mario 64, Galaxy, and Sunshine all control like shit imo. I don't know how those games get a pass for their control.
No lie I was thinking this reminds me of Banjo-KazooieFeels like an unholy mix of Banjo-Kazooie and Bubsy.
You either have sausages for fingers or never played the games.
Ok fannies.Sorry you don’t like refined, momentum based platforming. Maybe simplified Banjo is more your speed?
Maybe you could tell us what platformers best those in terms of control?Ok fannies.
Not really. Physics and some texures look like from the PS one era. No joke.Looks like a basic ratchet & clank.