Clover is a game in the vein of classic titles like the Dizzy series, brought bang up to date without all the frustrations of the older games. We've got autosave, and we've binned 'lives' and 'energy', meaning some people might actually get to finish our first title.
As you can see from the screenshot, the artwork is painted in watercolour by Jeanette Abrahamsen and Paul Alexander Thornton, and the presentation repeats this organic paper feel throughout the game and it's UI.
Here's an excerpt from the press release, replete with corporate big-ups, intolerable sales talk and quite wonderful quotes from my good self.
Binary Tweed Ltd. today announced the return of the classic platform-puzzle adventure with début title Clover, to be released in Q1 '09 via Xbox LIVE Community Games for 400 Microsoft Points. Rendering a much-missed genre in watercolour, accompanied by melancholy piano pieces and laced with political themes, Clover embodies Binary Tweed's frank motto of “New games that are a bit like old games, but better.”
Set in a medieval world ruled by a monarchy with a welfare state, Clover tells the story of Sam, an adolescent teenager. Recently orphaned after his lone parent mother died in a shock attack on the proud nation of Sanha, Clover follows Sam's journey of discovery as he explores the land and events surrounding his loss.
Clover is a plot-driven platformer in the style of classic titles such as Fantastic Dizzy that sees the player solve logical puzzles by collecting items, talking to a diverse cast of characters and exploring artistically realised environments. Featuring many hours of gameplay and plot development, Clover promises value-for-money beyond other Xbox LIVE Community Games. The game innovates on its predecessors with modern gameplay mechanics, such as unique and forgiving alternatives to player 'health' and 'death'.
“Clover is a game about artwork and plot; so much so that we're struggling to fit everything within the size limit,” said Daniel 'Deejay' Jones, Managing Director of Binary Tweed. “We wanted to make a game that has the artistic charm to appeal to a broad audience, whilst exploring issues that communicate to adult gamers.”