As a seasoned gamer with decades of gaming experience under my belt, I can’t help but feel a rush of nostalgia when I think about Clock Tower. This game was a staple of my childhood, a hidden gem that never quite saw the light it deserved outside Japan. So when I heard WayForward was bringing it back, I was overjoyed!
Initially debuting almost three decades back, “Clock Tower” played a significant role in shaping the survival horror genre, even though it didn’t achieve the widespread popularity that later games in this category did. However, it managed to gather a devoted fanbase over time. Now, WayForward is reviving this point-and-click horror game with an upgraded re-release, which marks its first release outside of Japan. Intrigued by the circumstances leading to this opportunity and the improvements brought by “Clock Tower: Rewind“, we interviewed Adam Tierney, Business Development and Publishing Director at WayForward, to gain insights into the game’s development. The following interview presents our discussion with Mr. Tierney regarding the upcoming “Clock Tower” release.
NOTE: This interview was conducted prior to the game’s launch.
As a dedicated gamer diving into the thrilling world of Clock Tower: Rewind, you’ll find two exciting playstyles to choose from. The classic “Original” mode preserves the original language while keeping the core gameplay intact. On the other hand, the “Rewind” edition restores missing content and enhances the title with minor improvements for a smoother gaming experience. So, whether you’re a purist who prefers the original or someone looking for an updated version of this chilling adventure, we’ve got you covered!
What prompted the decision to bring Clock Tower back so long after its release?
Following our triumph in updating “Shin Nekketsu Kōha: Kunio-tachi no Banka” (now known as River City Girls Zero) to contemporary gaming systems, we started contemplating other titles suitable for similar treatment. We’re on the hunt for games that have gained significant popularity in both the USA and EUR but haven’t had official releases yet. Interestingly enough, the original Super Famicom version of Clock Tower was never launched here, despite its influential horror game series. Given this, it appears to be an ideal choice for a revival.
Discussing the unique challenge of Clock Tower’s debut in regions beyond Japan, could you elaborate on the creative and translational procedures involved in its adaptation? How did the team manage to preserve the essence of the original during this remastering process?
WayForward took the initial game text and converted it into English, French, Italian, German, and Spanish. Our staff member who is fluent in Japanese and was raised in Japan handled the Japanese-to-English translation. Afterwards, we fine-tuned the phrasing to sound as natural as possible for English-speaking players before reinserting the translated text back into the game.
In light of the comeback of the survival horror genre, did the team ever consider expanding Clock Tower in a more complete manner, or was the plan from the start to refine the original version while keeping changes minimal and modernizing it?
For the first time, “port plus” editions allow USA and European gamers to officially play these specific titles, and we aim to maintain the essence of both the games mentioned and any future ones we have planned without making drastic changes. Regarding the game Clock Tower: Rewind, we provide two versions: an “Original” one with only language adjustments, and a “Rewind” version that restores missing content and makes minor enhancements for quality of life. This approach ensures players can experience the game as it originally was or in a slightly revised form, offering them the choice between both options.
The team was particularly fond of exploring this realm, particularly since it featured fresh aspects such as a lively opening animation and original tunes.
As a passionate admirer, I’m thrilled to share my insights about working on the refreshed version of “Clock Tower: Rewind.” It’s truly an honor to contribute to this classic title, which first captivated audiences years ago. Creating new cutscenes, a fresh theme song, and a revitalized opening is like breathing life into a cherished memory. The process is filled with nostalgia, excitement, and the anticipation of sharing this reimagined experience with fellow fans. It’s a unique opportunity to pay homage to the past while injecting it with a touch of modernity.
Our team has taken great pleasure in exploring this realm, particularly because of the novel aspects such as the freshly created animated opening and tunes. For our motion comics, we’ve scanned old mangas produced during the original game’s release – one for a strategy guide, another for a special edition of the PlayStation game – translated, voice-acted, and animated them. Additionally, we’ve included a jukebox to play all the songs (new and classic), an art gallery viewer, an exclusive interview with Kono-san (the game’s original director), and even a demo version of the game from Japan. To top it off, there’s also a Japanese store kiosk within the package. All in all, it’s quite an extensive offering.
Could you give us a rundown of some of the major gameplay improvements and player convenience upgrades we’ll see in Clock Tower: Rewind?
In the original game, some intended interactions, locations, and scenes didn’t get included or were added later in the PlayStation release. However, we managed to reintegrate all that missing content for the Rewind edition of the game. Additionally, we squashed numerous bugs, enhanced Jennifer’s endurance, and made Scissorman even more formidable and menacing in this updated version.
Somewhere down the line, would you like to develop a ground up remake of Clock Tower?
We’re excited about the possibility of teaming up with this brand and Sunsoft once more! The specific project – a remake or something entirely new – is still undecided. However, if this game performs well in the market, I believe there’s a strong chance we’ll collaborate on additional projects with this brand.
In the original game, not all intended experiences, levels, and significant moments could be included or were only available on the PlayStation port at a later stage. For the Rewind edition, we managed to reintegrate all that missed content.
As a developer, I’d love to share my perspectives on the potential PS5 Pro. The enhanced GPU in this version could offer significant advantages for game development when compared to the standard PS5. Here’s why:
As creators, we’re constantly striving to enhance the content and aesthetic quality of our video games, often facing challenges due to limitations in system resources. The prospect of the PS5 Pro has us thrilled, as it could elevate WayForward’s forthcoming titles to new heights of visual splendor beyond anything we’ve achieved thus far.
What are your thoughts on PSSR? What kind of opportunities will this open for the game?
As a gamer, I’m really eager to see how this improvement could boost my gaming experience on this system. Frankly, I don’t foresee any noticeable changes in simpler, pixel-based games like Clock Tower. However, the potential benefits for our 3D titles seem quite promising.
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2024-10-29 20:11