>It was in late 2012, maybe early 2013 when the idea of creating this game came to Fox. He was just getting back into “Quake,” the original “Quake.” The more he played it, the more he noticed a problem with the engine, something that was wreaking havoc on some of the maps he was trying. He hopped into a forum to see how to fix it and discovered the still-thriving world of “Quake” map modding.
>“I dove right into it and it occurred to me that making games was possible,” Fox told Variety in a recent interview. “I always wanted to make a game.”
>“I left my job and dedicated all of my time to it,” he said. “I sold all of my stuff, drove to the Florida Keys and that’s where I’ve been ever since.
>“I started by living out of my car and just moved my way up. I met the woman who would be my wife there.”
>“Wrath: Aeon of Ruin” was always meant to look like, play like, and sound like the way it does, Fox said.
>“It’s basically been this from the beginning,” he said. “It’s meant to be absolutely authentic.”
>Authentic, Fox said, to the sort of shooters that came out in the 90s. While recreating the experience of playing those classic shooters seems to be on the rise with the like of titles like “Dusk,” Fox said he doesn’t view them as authentic experiences.
>“I think these other games tend to pick a single element of those games — they’re pixelated, gory or fast, but they almost end up being a caricature,” he said.
>To create “Wrath,” Fox looked to the entire library of games from the era to cherry-pick the best of each.
>“I looked at all of these games and picked the best art,” Fox said. “It draws heavily from the combat of ‘Doom,’ the interactivity of ‘Duke Nukem 3D,’ the spatial awareness of ‘Quake,’ and the darker theme of ‘Hexen.’