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Claw (video game)
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| Claw | |
|---|---|
| Developer | Monolith Productions |
| Publishers |
|
| Designer | Garrett Price |
| Programmers |
|
| Artist | Garrett Price |
| Composers | |
| Platform | Windows |
| Release | |
| Genre | Platform |
| Modes | Single-player, multiplayer |
Claw is a 1997 video game published by Monolith Productions for Microsoft Windows. It is a 2D side-scrolling platform game in which players guide Captain Claw, an anthropomorphic pirate cat, through 14 levels. The game also features an online multiplayer feature for up to 64 players. Claw was the first game in production and the second to be released after Blood by studio Monolith Productions. The studio also explored the potential of releasing the title as an arcade game.
Upon release, the game received mixed reviews, with some critics praising its visual design and levels, and others faulting its difficulty. Several reviewers expressed the release of a 2D game was outdated during a time of adoption of 3D in the platforming genre. Although the game was commercially successful for the studio, planned development on a 3D sequel never made it to release.
Gameplay

Claw is a 2D platform video game played from a side-scrolling perspective.[2][3] Players, as Captain Claw, must locate pieces of a map to discover the Amulet of Nine Lives.[2][3] Players navigate 14 levels,[4][5] featuring environments such as a wharf, a forest, and a city.[6] Enemies can be defeated in combat in melee with a kick, punch or swinging a sword, or in ranged combat with a pistol, with ammunition collected throughout levels.[6][5][3] Levels also feature power-ups: catnip, once collected, allows players to perform attacks faster or jump higher, and swords can also be upgraded to shoot bolts of fire, ice or lightning.[5][6] Items, such as exploding barrels, can also be picked up and thrown.[6] Passing a flag triggers a checkpoint that allows players to return to that point upon death.[5][6] Each level ends with a boss fight.[6]
Claw supports an online multiplayer mode for up to 64 players connected by a local area network or modem.[3][7] Networked players are able to simultaneously participate in levels,[3] compete on a online leaderboard and compare high scores and rankings for the fastest times or most points earned in a level.[4][5] The game also features a level editor.[6]
Plot
A famous cat pirate, Captain Nathaniel Joseph Claw, is imprisoned by the Cocker-Spaniards after they attack and sink his ship. In the prison cell, waiting for his execution, he finds a note and a piece of a map hidden in the wall. The note tells of the Amulet of Nine Lives: a mystical artifact that grants its wearer near-immortality. Breaking out of his cell, Claw sets out to collect all 9 gems of the amulet and retrieve it for himself. Claw escapes his cell and defeats the warden, Le Rauxe, travelling through a forest to the town of El Puerto del Lobo. At a bar, he overhears a conversation between two of the crew of Captain Red Tail, a lion who is Claw's archenemy. He learns Red Tail is looking for the gems of the amulet as well, and that Red Tail's first mate, Gabriel, has one of them in his possession.
Stowing away on Red Tail's ship, Claw defeats Gabriel and the seamen and hides in the ship until it sets port near the Pirate's Cove. In the caves of the Cove, he discovers his old crew, presumed dead after the attack on his ship. The crew informs Claw that they were given three gems by a merchant in the tavern, but were forced to give two of them to Red Tail; they managed to keep the third as Red Tail believed there were only two in their possession. The crew then reveals that Red Tail has set sail for Tiger Island, a legendary place most doubted even existed, including Claw.
Claw progresses through underwater caves to Tiger Island to defeat Red Tail's crew, but Red Tail escapes. Entering the Tiger Temple at the heart of the island to claim the amulet, he defeats Omar, the captain of the tiger guard, who holds the final gem. Claw places the gems on a pedestal, and Princess Adora appears. She gives Claw the amulet, granting him nine lives. Omar is sworn to defend the holder of the Amulet, thus becoming Claw's bodyguard. The game ends with Claw on his ship with the amulet, alongside his crew and Omar.
Development and release
Claw was the first title in development by Monolith Productions, an American game studio based in Kirkland, Washington.[1][8][9] It was formed by former staff of Edmark, including Jason Hall, Brian Goble, and Garret Price.[10] Development took place over a two and a half year period involving over 40 staff.[8] In 1995, the studio worked in Microsoft offices developing a demo disc for the company showcasing software for Windows 95 titled Games Sampler 2. After its completion, Monolith moved to their own offices and worked on two projects across two teams: a 2D project named Claw and a 3D project, Blood.[8]
Price conceived of Claw and its pirate cat protagonist based on an art school project originally intended for a comic or graphic novel, drawing inspiration from The Secret of NIMH.[11][8] Studio CEO Jason Hall stated that the aim of development was to create a quality platforming game from frustration of the "lack of exciting games of this genre" on the personal computer.[1] Goble, who had recently developed a platform video game titled The Adventures of MicroMan, designed the game's engine, inspired by platformer Jazz Jackrabbit and the parallax scrolling capabilities presented by the recently-released DirectX.[8] To support the game's visual design, the studio hired a team of former Disney animators to produce 23 minutes of cutscenes.[8] Composer and audio director Daniel Bernstein prioritised the use of voice acting to make in-game characters feel interactive, stating it was "important" that every character and enemy "have something different to say" when prompted by direct and indirect cues.[12]
Claw was originally intended to feature as part of a networked multiplayer system on arcade cabinets as a planned partnership between Microsoft and the Amusement and Music Operators Association, named the National Amusement Network Inc. The system would have supported Internet connectivity for up to 256 players to connect online and compete on a leaderboard.[13][14] To facilitate an arcade version, Monolith created an arcade port of Claw using a library named DirectAcade that simplified gameplay elements for arcade controls.[15] Multiplayer features for the game were ultimately hosted by Engage Games Online and Kali.[16][17] Engage later released the game on its GameStorm online service.[18]
Monolith opted to prioritise the development of Blood over Claw, with the former being released in March 1997.[19] Claw was self-published by the studio on 9 September 1997, available in a CD-ROM and DVD version.[1] Co-founder Toby Gladwell recalled that the game "took a lot longer and a lot more money" than anticipated.[10] Hall stated that Claw cost over one million dollars to create,[20] but was more profitable to the studio than Blood despite selling fewer copies, due to the game's self-publication.[9]
Sequel
Monolith originally intended to release a 3D sequel to Claw using its LithTech engine. Price stated the concept for the game would have focussed on Captain Claw receiving a curse from stealing an ancient artifact that changes his personality, allowing players to shapeshift between versions of the protagonist with different abilities. According to Price, the studio never found a publisher for the concept. Techland, the Polish publisher of Claw, would later release a similar title, Nikita: The Mystery of the Hidden Treasure in 2009.[10]
Reception
| Publication | Score |
|---|---|
| AllGame | 4/5[21] |
| CNET Gamecenter | 4/10[2] |
| GameSpot | 7.7/10[5] |
| PC Gamer (US) | 65%[3] |
| PC Games (US) | A[22] |
| PC PowerPlay | 62%[23] |
| Online Gaming Review | 7.8/10[6] |
| Ultimate PC | 39%[7] |
Claw received mixed reviews. Several reviewers considered the game's 2D design was outdated by its 3D competitors,[23][7][2] which had become more popular during the time of its development.[8] Critics disagreed on whether the game compared favourably to older platforming titles.[22][2][7] Several reviewers stated that the game also offered little new to the genre, with PC Gamer describing the title as a "rehash of a dead genre", CNET stating its side-scrolling platform design "has been done a thousand times before",[2] and GameSpot writing that its gameplay "as expected, [is] derivative of every platform game ever released".[5] PC Games also wrote the game was a "conventional platformer", but considered it "so well-concieved and assembled - and so damn playable - that conventionality's never an issue".[22]
The visual presentation of Claw was praised, with reviewers highlighting character animations, sprites and backgrounds.[6][24][2] GameSpot lauded the "lush hand-illustrated" backgrounds and its "beautifully rendered" sprites, considering them "aesthetically gorgeous".[5] CNET considered the visuals "more impressive" than ever seen in a 2D platformer.[2] PC Gamer praised the game's characters, stating they were "big, colourful and have loads of personality", and that the cutscenes were fluid and "right up there with Disney cartoons".[3]
Critics were mixed on the gameplay design. Some critics found the game addictive and immersive,[21][22] with Allgame enjoying its "interesting puzzles" and "expansive" levels that "give the game a feel of a role playing game".[21] Describing the levels as "brilliant", GameSpot considered the gameplay well-designed and polished, enjoying the "divergent pathways and abundance of fun tricks of the terrain unique to each level".[5] Reviewers observed the game featured a high amount of difficulty: whilst GameSpot considered the difficulty curve was "practically flawless", they wrote that levels could be lengthy, frustrating, and "nearly impossible" towards the end.[24] The Online Gaming Review also faulted its checkpoint system for being "unfriendly" and that the game featured too many environmental hazards.[6]
In a retrospective positive review, Destructoid wrote that Claw was "simple, accessible, familiar, and most of all fun", highlighting its "intricately designed" levels and critiquing the difficulty of the game due to its "frustrating and illogical" save system.[25]
References
- 1 2 3 4 "Monolith Productions Releases Claw - A Swashbucking Action-Adventure Game for Windows 95 Available on CD-ROM and DVD". Monolith. 9 September 1997. Archived from the original on 4 March 2001.
- 1 2 3 4 5 6 7 8 Matthews, Vince (2 October 1997). "Claw". CNET GameCenter. Archived from the original on 21 February 1999. Retrieved 11 August 2026.
- 1 2 3 4 5 6 7 Williamson, Coin (December 1997). "Claw". PC Gamer Online. Archived from the original on 5 December 1999. Retrieved 11 August 2026.
- 1 2 House, Michael L. "Claw - Synopsis". Allgame. Archived from the original on 15 November 2014.
- 1 2 3 4 5 6 7 8 9 East, Mark (10 November 1997). "Claw Review". GameSpot. Archived from the original on 23 May 2010. Retrieved 11 August 2026.
- 1 2 3 4 5 6 7 8 9 10 Burdick, Jim (2 December 1997). "Claw". Online Gaming Review. Archived from the original on 7 February 1998. Retrieved 11 August 2026.
- 1 2 3 4 "Claw". Ultimate PC. No. 9. May 1998. p. 94.
- 1 2 3 4 5 6 7 al-Bustani, Hareth (February 2020). "The Making of Claw". Retro Gamer. pp. 78–81.
- 1 2 "The walking, talking retail blues". Computer Games Strategy Plus. No. 96. November 1998. p. 60.
- 1 2 3 Yarwood, Jack (2 April 2025). ""You've Got To Take Chances" - Monolith Co-Founder On What Made The Company Special". Time Extension. Retrieved 11 August 2026.
- ↑ Zak, Robert (26 May 2021). "From Shogo to Shadow of War: Charting the chaotic, creative history of Monolith Productions". GamesRadar. Retrieved 11 August 2026.
- ↑ Bernstein, Daniel (October 1997). "Creating an Interactive Audio Environment". Game Developer Magazine. pp. 34–8.
- ↑ "The PC as Arcade Machine". GamePro. No. 100. January 1997. p. 68.
- ↑ Royal, Tim (May 1997). "Everything bigger than everything else". Computer Games Strategy Plus. p. 26.
- ↑ Saettler, Matt; Pultz, Scott (Spring 1998). "Porting a Game to the Public PC". Game Developer. p. 12.
- ↑ "Claw Ladder Rules". Monolith Productions. 1998. Archived from the original on 17 January 1998.
- ↑ Crigger, Amy; Morris, Daniel (November 1997). "Online-Game Connection". PC Games. p. 47.
- ↑ Jebens, Harley (28 April 2000). "Gamers Get Clawed". Gamespot. Retrieved 11 August 2026.
- ↑ Lane, Rick (18 March 2025). "'We just tried to make what we thought was cool': the story of Monolith Productions". The Guardian. Retrieved 13 August 2026.
- ↑ Baker, M. Sharon (23 May 1997). "More than gore: Game designers at Monolith say Blood is just the start". Puget Sound Business Journal. Archived from the original on 18 February 2001.
- 1 2 3 House, Michael L. "Claw - Review". Allgame. Archived from the original on 15 November 2014. Retrieved 11 August 2026.
- 1 2 3 4 Olafson, Peter (November 1997). "Claw". PC Games. p. 152.
- 1 2 Wildgoose, David (July 1998). "Claw". PC PowerPlay. No. 26. p. 98.
- 1 2 McMullen, Chris (1997). "Claw". Games Domain. Archived from the original on 22 April 1999. Retrieved 11 August 2026.
- ↑ Burch, Anthony (16 January 2007). "Games that time forgot: Claw". Destructoid. Retrieved 2 April 2017.
External links
- Official website (archived)
- Claw at MobyGames
