Man, all these indie games lately have really gotten my own gears grinding. Between this, Pizza Tower, and your own efforts, it's really inspiring and encouraging.
"Video games are incredible, deeply complexed, technological works of art made by teams of deeply passionate and infinitely creative individuals that come together to hone their crafts over the course of many years just to deliver their projects to us for our entertainment" ...I felt that. It's enough to make a grown man cry...and that's okay. Well said, Comrade Al! And that's why we created Pyongyang Racer. Pyongyang Racer was the first video game that we created in 2012. In the game, you try to do a tour of Pyongyang in the fastest time possible while collecting stamps with information about the landmarks you drive past. Make sure to collect fuel tanks or you'll run out of gas and the game is over! Or if you get three warnings from the traffic girl, the game is also over!
Hello supreme leader! I think i'll give it a try and since surely you have the highest score in the entire people's republic, do you think you could give me some pro tips?
"It's a game" so deep and hits so hard. Is the game perfect? No. But that doesn't take away the fact this person dedicated a lot of their time to making the game on their own. I see that as an absolute feat. It shows why you should never give up. Do not fear failure but rather fear not trying. Most of the important things in the world have been accomplished by people who have kept on trying when there seemed to be no hope at all.
"But there are times when a critic truly risks something, and that is in the discovery and defense of the new. The world is often unkind to new talent, new creations. The new needs friends." ~ Anton Ego
It's really impressive that the guy did the game all on his own, but I wish he would have detached his project from its inspiration just a tad more to make it stand out, it unfortunately has that issue of derivative designs blurring the line between a spiritual successor and "another ripoff mascot game of the 90's and 2000's" to the average player, kinda like Yooka Layle or that classic Zelda game with the fox if you know what I mean. Still an impressive feat to make such a game all on your own, but I'm afraid a lot of people will pass on the game cause it looks too derivative of platformers like Banjo Kazooie, doesn't help that the name of the game also sounds like a Ratchet and Clank ripoff, which is a shame cause clearly a lot of work and passion went into making it even if it's not a massive revolutionary game, you gotta be careful not to let your inspirations overshadow your own work.
Your honesty is a beautiful thing, that you can love and enjoy something enough to still critique it fairly and address it's shortcomings is a very valuable quality.
Its really upsetting to see how broken this game is because I was looking forward to it back when I was 13 almost a decade ago and for it to come out like this is just upsetting to witness; maybe if he ever decides to make another game, he should have a team help him out
@@protocetid Yeah but that from the looks of it was in development for 5 years, this one took a decade, tho I am hoping that one comes out better than this
@@thepainthuffer886 Reason CNW reminds me of Happy Hell is because it, Yooka Laylee and A Hat in Time were revealed in roughly the same time period. They were the most promising 3D platformers in a category that had nothing on the horizon. AHiT sits at the top of the independent 3D platformer crowd if you haven't played it. If you have and want to sink your teeth into more there's the Pac-Man World remake, Kao the Kangaroo, SpongeBob Squarepants: The Cosmic Shake, Kirby and the Forgotten Land (if you own a Switch) and Sackboy: A Big Adventure (PC/Playstation). There's also Solar Ash, that's closer to a Sonic type of 3D platformer. There are several more so no reason to mope if one turns out to be a stinker, really great to see them make a triumphant return.
I can't believe this game has been in development all this time, the last I heard of it was when I watched a tacky Kickstarter trailer for it around what has to have been 10 years ago. My god has it evolved since then
Hey man! Just wanted to say I’ve been really enjoying these reviews. At first I was really bummed about there being no more meme videos, but honestly? These are just as good! Keep up the awesome work!
Clive "N" Wrench is a game made by one person, you can tell a lot of passion went into it. Which makes it hurt all the much more that it's not good. No one want's to be THAT guy, but... c'mon. It's not a good game.
It’s so weird to see videos that aren’t shitposts, but anything you do on this channel is a treat. You legit make very entertaining content on games I either don’t know or give a fuck about. You’re my favourite uncle, man!
The funny thing? I can actually diagnose some of these issues just from the video alone. I'm a Unity dev by trade and this game was clearly made in Unity. At a certain point you can just kinda' tell by lookin'. So, those lighting issues you experienced are likely due do the game, seemingly, exclusively utilizing realtime lights rather than a mixture of realtime and baked lights. In Unity, there's a cap to how many realtime lights can be at play at one time. As the player moves, the "priority" of which lights should be active shifts around, resulting in flickering. This can be resolved by having only lighting elements that need to CHANGE DYNAMICALLY utilize realtime lights. Things like explosions, effects and a player's flashlight. The rest of the lights should used BAKED lights, which do all of the lighting calculations during production and then effectively turn the shadows into textures. This means that, yes, the shadows can't actually move anymore since the shadows are effectively a texture burned into the environment, this also means that the CPU and GPU don't have to crunch those numbers every frame, ya dig? This also applies to things like the sun. Why are all of the objects in the environment casting realtime shadows? See, things that move dynamically such as the player, enemies, physics-based objects that move around, yeah. Those totally should be casting shadows in realtime as the object moves. But buildings? Trees? Non-interactive decorations? Those don't move. Take 9:19 for example. These buildings ain't ever gonna move. Therefore the processing power being used to render these realtime shadows are nothing short of a waste of GPU resources. BAKE those shadows so those rendering resources can go towards things that matter. Now, there are some scenarios where baked lighting simply can't work, such as instances where the game has a dynamic day-night-cycle. The shadows can't be baked if the sun keeps moving, right? Buuuuut it doesn't seem like this game has changing weather, or time of day during its levels, so, there's really no excuse beyond a lack of experience. Still though. One guy. Impressive no matter how you slice it.
Honestly in this case it can be excused that the game has not been polished enough. This guy made it all alone and the game looks great! He did a far better job then some AAA devstudios who are publishing their games in a almost insulting state and charge 80$ for it.
The whole thing with the pocketwatches being different colors, and those colors representing different values is clearly inspired by the Spyro games. In Spyro, the main collectable is gems of differing colors and values. I know you're more of a Nintendo guy, but I highly recommend you give the old PS1 Spyro games a try. That shit was my JAM as a kid, and I think you'll appreciate them.
the thing Spyro does though is have the gems sparkle, so even if the colors might blend into the background, you can see the sparkles from an entire stage away to help you see them better.
I can see a new creepypasta being made with this games rabbit coming out of the screen chomping on unsuspecting kids with its hyperealistic chattering teeth.
This looks interesting. After watching more of the video, I think the collectables should be altered to be more identifiable and less point driven. I really like your honesty and genuine criticism, especially the glitches and hitboxes.
Dide took 10 years meaning he started in 2013 so the PS4 would have only been a year old at best meaning he probably started making this for the PS3 since the PS4 would have still been too new for indie developers to have confidence in it. It’s a miracle this game isn’t Scarlet and Violet.
@@johncalder2378 so yeah he started on the PS3 because the 4 wasn’t out til next year so unless he got a developer kit in secret, it’s no surprise there’s so many bugs when this was originally supposed to be on the console 2 generations prior to now.
Really unfortunate to hear, was looking forward to the game but, I can only hope it gets a little more work done to it before I check it out. And I still want to! I don't want that kind of insane dedication to go lost on people, but it's hard to overlook when the issues are this apparent. Hoping for the best from this game and its developer, 10 years of work on something this promising doesn't deserve to go to waste, and I want to believe it hasn't.
Wow, ten years is a lot of passion to put into something but, as respectable as that is passion really isn't a good sub for skill. Don't get me wrong the game is impressive but, I think he might have set his hopes higher than his technical skills could climb. Still if I'm ever fiscally comfortable I think I'll get a copy just to support the dude, its more than I could do in 100 years
I want to be in this guy's shoes! except I plan on combining sonic unleashed's artstyle and immersive werehog combat system and ratchet and clank's shooter mechanics, moderate collectathon system, and "dom and pet" type duo
The environments look absolutely beautiful but I'm just not vibing with the designs of the main characters. I kinda get "3 dollar IOS game" from the cover and that's definitely selling a passion project like this short.
As impressive as it is to spend 10 years on a solo dev effort, I can almost guarantee it's what hurt the game the most. 10 years is an eternity in the tech world, graphics and engine standards would have absolutely shifted by then, if it was anything BUT a 3D game, it would probably be fine. But 3D ages awful and is the easiest to spot inconsistencies in. 10 years is also a long time to hone in on your skills, which would end up leading to the later parts of the game having a much more polished feel, which leads to everything being inconstant. It's the Duke Nukem forever problem.
Hearing about the state of this game is super disheartening. I don’t have any answers or clue how this works but I’m guessing by having the game launch in other platforms they just had to finish up what they could and ship it
Imagine not knowing basically only one guy made this game and beating it, just to find one page of credits with bold letters on the guy and some names of his team to get this on to other consoles
Did anyone get all the watches, because it said I have 9280 out of 10000 and I collected every single one in every level. Does that have something to do with collecting all of the stones... Or is that a game bug?
3:24 I don't understand your criticism about how the stopwatches have different values and that is confusing. In Banjo-Tooie, notes came in bundles of 5, and the Treble Chef was worth 20. With the gems in Spyro, red=1, green=2, blue=5, yellow=10 and purple=25. In Rayman 2, yellow Lums are worth 1, but bigger ones are worth 5. The different-coloured life-balloons in Donkey Kong were worth a different amount of new lives also. I'm sure there are many other examples. So seems odd to criticise this game for that?
I'm not a huge fan of how they tally up in those games, either. Think I prefer to know the exact amount left to collect, however I can see why it would be an unusual critique. Ultimately the point I made is made moot by the item tracker which helps to get those remaining things anyway.
I get taking 10 years to make the game, but then how do you release an unfinished buggy mess? Maybe just gave up upon realizing how insane the task was?
"Oh yeah TEN YEARS!" That almost killed me 🤣
Rev up those fryers
TEN
YEARS!
ua-cam.com/video/avtK9Bz0sPg/v-deo.html
*“'Cause I am sure hungry for one- Help! Help! My leg!”*
~Fred (SpongeBob SquarePants: Arrgh!)
1:14
10 years 1:14 rabbit 4:13 spin monkey spin 4:19
"Spin Monkee, SPIN!" is my new motto in life
dev could use it if his franchise takes off
Man, all these indie games lately have really gotten my own gears grinding. Between this, Pizza Tower, and your own efforts, it's really inspiring and encouraging.
Same man.
For a game made by one guy, this looks amazing. Despite the issues, it does look fun. I hope he can get the help needed to fix things.
"Video games are incredible, deeply complexed, technological works of art made by teams of deeply passionate and infinitely creative individuals that come together to hone their crafts over the course of many years just to deliver their projects to us for our entertainment" ...I felt that. It's enough to make a grown man cry...and that's okay. Well said, Comrade Al! And that's why we created Pyongyang Racer. Pyongyang Racer was the first video game that we created in 2012. In the game, you try to do a tour of Pyongyang in the fastest time possible while collecting stamps with information about the landmarks you drive past. Make sure to collect fuel tanks or you'll run out of gas and the game is over! Or if you get three warnings from the traffic girl, the game is also over!
Hello supreme leader! I think i'll give it a try and since surely you have the highest score in the entire people's republic, do you think you could give me some pro tips?
@BANDIT - GAMING that’s tuff, juche for all!
New platformer: comes out
Uncle Al: COWABUNGA IT IS!
The trifecta trinity:
Food
Music
Games
"It's a game" so deep and hits so hard. Is the game perfect? No. But that doesn't take away the fact this person dedicated a lot of their time to making the game on their own. I see that as an absolute feat. It shows why you should never give up. Do not fear failure but rather fear not trying. Most of the important things in the world have been accomplished by people who have kept on trying when there seemed to be no hope at all.
"But there are times when a critic truly risks something, and that is in the discovery and defense of the new. The world is often unkind to new talent, new creations. The new needs friends."
~ Anton Ego
It's really impressive that the guy did the game all on his own, but I wish he would have detached his project from its inspiration just a tad more to make it stand out, it unfortunately has that issue of derivative designs blurring the line between a spiritual successor and "another ripoff mascot game of the 90's and 2000's" to the average player, kinda like Yooka Layle or that classic Zelda game with the fox if you know what I mean.
Still an impressive feat to make such a game all on your own, but I'm afraid a lot of people will pass on the game cause it looks too derivative of platformers like Banjo Kazooie, doesn't help that the name of the game also sounds like a Ratchet and Clank ripoff, which is a shame cause clearly a lot of work and passion went into making it even if it's not a massive revolutionary game, you gotta be careful not to let your inspirations overshadow your own work.
I'm really digging this new direction your channel is taking 👍
Your honesty is a beautiful thing, that you can love and enjoy something enough to still critique it fairly and address it's shortcomings is a very valuable quality.
2:50 ragdoll physics in a 3d platformer is a surprise to see
also that right ther is funny af
I legit forgot this game even existed lol. I'm so glad one man went so hard just to make it real, it looks like it plays great!
accidentally slammed my balls in the door
But Toby Fox didn't make Undertale all on his own, he had artists, playtesters and many kickstarter backers helping him. Just pointing that out.
i used to think it was just allllll him, i assume lots of others have too
"Wrench is your bitch. 𝗦𝗪𝗜𝗡𝗚, 𝗠𝗢𝗡𝗞𝗘𝗬, 𝗦𝗪𝗜𝗡𝗚!!!"
That didn't need to be so goddamn hilarious, but it is.
Its really upsetting to see how broken this game is because I was looking forward to it back when I was 13 almost a decade ago and for it to come out like this is just upsetting to witness; maybe if he ever decides to make another game, he should have a team help him out
There’s another 3D platformer that’s been in development forever called Happy Hell that has has me wondering how it will turn out.
@@protocetid Yeah but that from the looks of it was in development for 5 years, this one took a decade, tho I am hoping that one comes out better than this
@@thepainthuffer886 Reason CNW reminds me of Happy Hell is because it, Yooka Laylee and A Hat in Time were revealed in roughly the same time period. They were the most promising 3D platformers in a category that had nothing on the horizon. AHiT sits at the top of the independent 3D platformer crowd if you haven't played it. If you have and want to sink your teeth into more there's the Pac-Man World remake, Kao the Kangaroo, SpongeBob Squarepants: The Cosmic Shake, Kirby and the Forgotten Land (if you own a Switch) and Sackboy: A Big Adventure (PC/Playstation). There's also Solar Ash, that's closer to a Sonic type of 3D platformer. There are several more so no reason to mope if one turns out to be a stinker, really great to see them make a triumphant return.
I can't believe this game has been in development all this time, the last I heard of it was when I watched a tacky Kickstarter trailer for it around what has to have been 10 years ago. My god has it evolved since then
Hey man! Just wanted to say I’ve been really enjoying these reviews. At first I was really bummed about there being no more meme videos, but honestly? These are just as good! Keep up the awesome work!
Clive "N" Wrench is a game made by one person, you can tell a lot of passion went into it.
Which makes it hurt all the much more that it's not good. No one want's to be THAT guy, but... c'mon. It's not a good game.
This is what social media needs more of, constructive criticism
I'm planning on playing this game eventually because I like 3d platformers. It was cool to see that Uncle Al coincidentally made a video about it.
It’s so weird to see videos that aren’t shitposts, but anything you do on this channel is a treat. You legit make very entertaining content on games I either don’t know or give a fuck about. You’re my favourite uncle, man!
Clive and Wrench the descendant of Banjo-Kazooie and Jak and Daxter
I think im going to wait for a few patches but I'm really looking forward to this game once it's fully cleaned up
The funny thing? I can actually diagnose some of these issues just from the video alone. I'm a Unity dev by trade and this game was clearly made in Unity. At a certain point you can just kinda' tell by lookin'.
So, those lighting issues you experienced are likely due do the game, seemingly, exclusively utilizing realtime lights rather than a mixture of realtime and baked lights. In Unity, there's a cap to how many realtime lights can be at play at one time. As the player moves, the "priority" of which lights should be active shifts around, resulting in flickering.
This can be resolved by having only lighting elements that need to CHANGE DYNAMICALLY utilize realtime lights. Things like explosions, effects and a player's flashlight. The rest of the lights should used BAKED lights, which do all of the lighting calculations during production and then effectively turn the shadows into textures.
This means that, yes, the shadows can't actually move anymore since the shadows are effectively a texture burned into the environment, this also means that the CPU and GPU don't have to crunch those numbers every frame, ya dig?
This also applies to things like the sun. Why are all of the objects in the environment casting realtime shadows? See, things that move dynamically such as the player, enemies, physics-based objects that move around, yeah. Those totally should be casting shadows in realtime as the object moves. But buildings? Trees? Non-interactive decorations? Those don't move. Take 9:19 for example. These buildings ain't ever gonna move. Therefore the processing power being used to render these realtime shadows are nothing short of a waste of GPU resources. BAKE those shadows so those rendering resources can go towards things that matter.
Now, there are some scenarios where baked lighting simply can't work, such as instances where the game has a dynamic day-night-cycle. The shadows can't be baked if the sun keeps moving, right? Buuuuut it doesn't seem like this game has changing weather, or time of day during its levels, so, there's really no excuse beyond a lack of experience.
Still though. One guy. Impressive no matter how you slice it.
BRO MOR REVIEWS YOU'RE LIKE A MASTER OF THEM I ENJOY EACH!
these guys could be cereal mascots
9:58 Caught me off guard. And I've watched that Terminalmontage Video like 80 times.
Wish you could customize the rabbit but looks super awesome
Loving these game review type of videos, guy. Nice job
Honestly in this case it can be excused that the game has not been polished enough. This guy made it all alone and the game looks great! He did a far better job then some AAA devstudios who are publishing their games in a almost insulting state and charge 80$ for it.
I hope this developer uses the sales to pay people to help him polish the game in patches.
Is that the Nesquik Rabbit?!?!
amazing review, keep doing these Al!
Guess this game still more polished than Pokemon Scarlett/Violet
4:17 “Wrench is your BITCH, SPIN MONKEY SPIN!!!”
I’m loving this!
The whole thing with the pocketwatches being different colors, and those colors representing different values is clearly inspired by the Spyro games.
In Spyro, the main collectable is gems of differing colors and values.
I know you're more of a Nintendo guy, but I highly recommend you give the old PS1 Spyro games a try. That shit was my JAM as a kid, and I think you'll appreciate them.
Ahh yeah, I actually have played the reignited trilogy. Totally blanked on that.
@@UncleAlShow No prob.
They even have the value number of the stopwatch bounce around like the gem value in Spyro
the thing Spyro does though is have the gems sparkle, so even if the colors might blend into the background, you can see the sparkles from an entire stage away to help you see them better.
Who should get there own adult swim show?
Uncle al
Meat canyon
Berd
I was expecting the companion in this video game to be a sentient bottle of ranch dressing
Woah!
;D This looks COOL~
I noticed a Jerma reference with the “King rat that makes all of da rules”
His name is even Jeremy which sounds like Jerma
I can see a new creepypasta being made with this games rabbit coming out of the screen chomping on unsuspecting kids with its hyperealistic chattering teeth.
Started playing but so excited for The Cajun Mob Bog!
This looks interesting. After watching more of the video, I think the collectables should be altered to be more identifiable and less point driven. I really like your honesty and genuine criticism, especially the glitches and hitboxes.
Dide took 10 years meaning he started in 2013 so the PS4 would have only been a year old at best meaning he probably started making this for the PS3 since the PS4 would have still been too new for indie developers to have confidence in it. It’s a miracle this game isn’t Scarlet and Violet.
@@johncalder2378 so yeah he started on the PS3 because the 4 wasn’t out til next year so unless he got a developer kit in secret, it’s no surprise there’s so many bugs when this was originally supposed to be on the console 2 generations prior to now.
4:24
“Wrench is you’re b*t€h,
*SPIN MONKEY SPIN!”*
Umm ok, Rabbit got *BIG JUMP’S*
To, Because he is *A RABBIT!*
Really unfortunate to hear, was looking forward to the game but, I can only hope it gets a little more work done to it before I check it out. And I still want to! I don't want that kind of insane dedication to go lost on people, but it's hard to overlook when the issues are this apparent. Hoping for the best from this game and its developer, 10 years of work on something this promising doesn't deserve to go to waste, and I want to believe it hasn't.
*"GAMES!"*
*"GEEM!"*
It's a game- uncle al 2023
My dyslexic ass kept reading Clive "N" Word
Pog
Wow, ten years is a lot of passion to put into something but, as respectable as that is passion really isn't a good sub for skill. Don't get me wrong the game is impressive but, I think he might have set his hopes higher than his technical skills could climb. Still if I'm ever fiscally comfortable I think I'll get a copy just to support the dude, its more than I could do in 100 years
Makes me wanna make my own game!!
I want to be in this guy's shoes! except I plan on combining sonic unleashed's artstyle and immersive werehog combat system and ratchet and clank's shooter mechanics, moderate collectathon system, and "dom and pet" type duo
I really wanna see a game called "Banana and Carrot" now
I can’t wait to play nesquik the rabbit and curious George the game
The environments look absolutely beautiful but I'm just not vibing with the designs of the main characters. I kinda get "3 dollar IOS game" from the cover and that's definitely selling a passion project like this short.
First Uke Le-Le, now Clive n Wrench. What’s next? Whoopsie Husky instead of Bubsy Bobcat?
Eat your heart out, Skylar & Plux! This is what you should've been!
Look, Ai. They took your name in Oshi No Ko! (Ai as an idol)
As impressive as it is to spend 10 years on a solo dev effort, I can almost guarantee it's what hurt the game the most. 10 years is an eternity in the tech world, graphics and engine standards would have absolutely shifted by then, if it was anything BUT a 3D game, it would probably be fine. But 3D ages awful and is the easiest to spot inconsistencies in. 10 years is also a long time to hone in on your skills, which would end up leading to the later parts of the game having a much more polished feel, which leads to everything being inconstant. It's the Duke Nukem forever problem.
Yooka and Laylee.
I like your reviews, man! Do you do more on another channel?
He does. Uncle Al Plus. He also has dev posts on his own game.
Hearing about the state of this game is super disheartening. I don’t have any answers or clue how this works but I’m guessing by having the game launch in other platforms they just had to finish up what they could and ship it
Wow it’s actually just called Clive n wrench I thought this was some clickbait title about ratchet and clank
Gaming
Imagine not knowing basically only one guy made this game and beating it, just to find one page of credits with bold letters on the guy and some names of his team to get this on to other consoles
Never thought a game would have worse pop in than Sonic Frontiers lmfao.
Uncle Al please come back and make New Parody Videos.
New courage the calorie dog video?
Please fix it dev. Game could be fun enough for me to tolerate the protagonists being Banjo and Kazooie clones.
Pffth, you wanna talk about a one man developing team, @MDickie is the only one worthy of that conversation.
What mic would you recommend Al? I too unfortunately have a Blue Yeti
Not sure, I need some recommendations myself lmao
Like comparing it to Yooka laylee
Seems like it has some of the simular issues
Are you the UncleAl in dead by daylight 😭
Did anyone get all the watches, because it said I have 9280 out of 10000 and I collected every single one in every level. Does that have something to do with collecting all of the stones... Or is that a game bug?
You sound like Tednivision
Early
Games
1:14
3:24 I don't understand your criticism about how the stopwatches have different values and that is confusing. In Banjo-Tooie, notes came in bundles of 5, and the Treble Chef was worth 20. With the gems in Spyro, red=1, green=2, blue=5, yellow=10 and purple=25. In Rayman 2, yellow Lums are worth 1, but bigger ones are worth 5. The different-coloured life-balloons in Donkey Kong were worth a different amount of new lives also. I'm sure there are many other examples. So seems odd to criticise this game for that?
I'm not a huge fan of how they tally up in those games, either. Think I prefer to know the exact amount left to collect, however I can see why it would be an unusual critique. Ultimately the point I made is made moot by the item tracker which helps to get those remaining things anyway.
why is it skipping xbox?
I get taking 10 years to make the game, but then how do you release an unfinished buggy mess? Maybe just gave up upon realizing how insane the task was?
you were honest, praises where due, criticism where due, pretty sure is what the dev would have wanted ^^
Bootleg Of Banjo And Kazooie And Al Is Clive N Wrench On PS4?-Rayman 2023
"Wretch is your bitch. 𝗦𝗪𝗜𝗡𝗚 𝗠𝗢𝗡𝗞𝗘, 𝗦𝗪𝗜𝗡𝗚!"
Funniest shit I've heard in forever.
Gaming