New kaiju game from Matt Frank + Simon Strange [Archive]

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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Chris55 » Wed Apr 11, 2012 9:52 pm

I'm posting this for my friend Brian who had these gripes with GU and would like to see changes made for this game.

* Destoroyah is much smaller than he was in the movie
* Gigan 2004 should be a metallic blue, as opposed to the charcoal color he was given in the game
* Godzilla 1954's tail is much too long and thick, and also lacks the pointy tip of his movie counterpart
* Godzilla 2000's scales are too light in color
* Mechagodzilla 1974 shouldn't have bendable fingers; his dorsal fins shouldn't light up; his eye beams are the wrong color; his tail is much smaller than it was in the movies
* Anguirus' Supersonic Roar, Godzilla's Fireball, Jet Jaguar's Handclap, King Caesar's Laser Eyes, Mechagodzilla 1974's Flame Nose, Orga's Paralyzing Goo, Titanosaurus' Sonic Wave and Varan's Concentrated Blast should all be removed entirely (Godzilla, Mechagodzilla and Orga all have other powers that could easily replace the abilities listed)
* Biollante's Radioactive Sap Spray and Mothra Larva's Web shouldn't be able to create Beam Battles when they collide with a beam attack


None of the things here are gamebreaking, and I'd certainly admit that some of them are rather nitpicky. Still, I think that the game should be as accurate to its source as possible, and as such monsters should be using attacks they actually have, the attacks should look like they did in the movies, and the monsters themselves should look, move and fight like they did on the silver screen.



Miscellaneous ideas for the next Godzilla game

* Large buildings that are destroyed should come down a number of ways, depending on how they're eradicated, some sinking down into a pile of rubble, while others could topple over like a tree that just got axed--buildings that topple over do additional damage to anything they fall on, and can potentially be used as cover, or as an obstacle for monsters in chasing their opponents.

* Energy costs for each special ability could be unique, with Godzilla 2000's Atomic Ray costing three or four notches in the energy bar while Godzilla 90's could have a quicker, weaker beam that only requires two.

* In addition to health and energy power-ups, Oxygen Destroyers could be dropped that detonate after a few seconds and do great damage, not unlike a big grenade.

* While I think that the Health Cells from Unleashed were ultimately not a very good element of the game, I do think that allowing some monsters to regenerate health (Godzilla and Orga especially) was a good idea. Instead of Health Cells, perhaps you could do something like have certain monsters able to regenerate a certain percentage of lost health. For example, if Godzilla's health is reduced to 65%, he can regenerate back to 75%. If he gets smacked down to 43%, then he could heal up to 53%.
* Critical Mass designs were awesome, and I'd like to see them return, should this next game have Rage or Critical Mass return. I'd prefer it if the monsters' sizes would stay the same though.

* Alternate versions of monsters could be added to the game. Gigan 2004 could have his upgraded chainsaw form as an example. His moves list would largely be the same, but his attacks would be stronger and more sluggish. Burning Godzilla could have the same moves list as Godzilla 90's (minus his Atomic Ray, since the Spiral Fire Ray would obviously replace that). He'd basically be a superior version of G90's, only his health could drain as the battle wages on. Super Mechagodzilla, Fire Rodan, Mechagodzilla 2 (1975), and so on could all be added as slight adjustments to their earlier forms.

* Alternate outfits for some monsters could also be added. I don't mean like having Godzilla 1954 and Godzilla 1990s in GU. I mean having the Heisei Godzilla's initial character model be based off of his 1994 suit, then releasing an alternate model based off of his 1984 suit, and another based off of his 1992 suit. It would allow for a more authentic experience, and there are a lot of fan favorite suits that you wouldn't be able to cover otherwise.

* Have a Story mode and an Arcade Ladder mode. In Story mode, you could have any number of elements altered to go in the favor of the player or any AI monsters. Perhaps one battle could see Godzilla fighting against Megalon and Gigan, with alien ships teaming up against Godzilla. Another could have Anguirus in a free for all against Biollante and King Ghidorah. I don't know how you're handling your Story mode, but while you could add all sorts of cool scenarios that make specific battles more interesting, I think it's important that you also offer a generic Arcade mode in which you fight against a set number of monsters before facing off against the last boss. It seems like it wouldn't be too hard to add an Arcade Ladder into the game, so why not? Also, I'm totally just assuming that, so if there is some sort of technological hurtle that I'm not taking into consideration, please let me know!

* As I've mentioned before, a co-op campaign of some sort would be awesome. Whether it's a co-op version of Arcade mode, or some sort of co-op Story mode, or just a set of co-op missions, I think that adding some form of co-op campaign would be amazing.


* Bring back instant replays! There was something really satisfying about watching that final blow I slammed my opponent with being replayed from cool angles. I still remember one time when my friend was playing as Anguirus and uncurled from his roll as he got within punching distance from me, and then I blasted him with an Atomic Ray, sending him flying. The instant replay made that moment so amazing. The only way I could think of that would've made that moment even better is...

* ...a movie-maker mode! I'd love to be able to record and edit my battles, then upload them to YouTube. The fans could even offer a lot of free advertising by slapping their favorite matches together with some nice Hollywood-style cinematography. People would see these cool battles popping up on YouTube and inquire about the game, and BAM, another person downloads it.

* Change the Beam Battles. I don't know if you intended to have the mechanics work out the way they did in GU, but it just didn't work. I literally had to forfeit beam battles just so I could escape other monsters. If I had allies who got into Beam Battles, I'd immediately run to the opposing monster and pummel them. I could literally KO them when they're starting out 100% health because there was nothing they could do while they were in the Beam Battle.

* Ditch the RPG damage stuff. Godzilla is not weak against electricity, and more importantly this is not a strategy game, a puzzle game, a card game, or any other kind of game in which having weaknesses and resistances against specific attack types makes any sense. It just gives certain monsters arbitrary advantages or disadvantages over others. Take Godzilla and Ghidorah in GSTE. They're more or less equally matched, but Godzilla Atomic Ray does crap damage to Ghidorah, while the three-headed monster's Gravity Beams can utterly destroy Godzilla because they just so happen to be a specific element that Godzilla can't take. Also, MOGUERA is weak against EVERY monster in that game, except for the Godzillas. I don't understand how that's fair. It's like having Scorpion's fire-based moves in Mortal Kombat doing extra damage against Sub-Zero. That would be unfair. These battles are supposed to be fair contests, unless there are specific handicaps in place such as story-related hindrances on your character. I don't understand why you'd permanently handicap Godzilla when fighting against Ghidorah, even in what should be a fair and balanced multiplayer fight.

* Allow for CPU battles. It shouldn't be that hard, and if unlocking content is tied to all game modes as it was in GU, then simply disable the unlocking part when no human players are involved in a battle. While the battle is being waged, you could even allow whoever's watching to move through the match as a ghost camera. Oh yeah, that reminds me...

* ...add a spectator mode. As I just mentioned, spectators could take control of a ghost camera and move around freely during the battle. This could even be tied into some sort of 'king of the hill' mode where a party of people could get together, and the winner of the match competes against the next person in line, and so on.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Mr. Strange » Wed Apr 11, 2012 10:21 pm

Some nitpicky stuff in there - I'm looking forward to getting the new game into yall's hands before release, so there is none of this nitpicky nonsense in the future!

Many of the suggestions in the second half are good - some we've already discussed.

The one part of this I'd like to specifically talk about is the "arbitrary" elemental weaknesses. Brian is, on this point, totally wrong. Godzilla is not vulnerable to electricity randomly - he is weak specifically because he beat Ghidorah too often in our balancing tests. With his ~12% extra damage taken from Ghidorah and Megalon's beam attack, Godzilla stopped dominating those matches so completely.

A few elemental resistances / vulnerabilities were put in place because of movie reference, but for the most part every single one of them (and even the specific breakdown of damage types) was adjusted specifically to improve game balance. Having that knob in there to adjust allowed us to be a bit more free with our melee attacks - letting us make them "look good" as our first criteria, instead of worrying too much about their particular effectiveness.

Let's take Megaguirus as a specific example - she has a crippling weakness to Atomic Energy. Why? Because she absolutely CLOBBERED Space Godzilla for months. Her energy parasite playstyle just hurt him too much, since his game is all about creating alternative ways to regenerate his hard-to-come-by energy. This was a hard decision, because it then meant that G2k and G90 / G54 were extra strong against Megaguirus. We had to take other steps to fix those match-ups.

The damage type system was such an incredibly useful tool for balancing the game - I can't imagine letting it go. Using a wide variety of damage types gave me fine control over each match-up possibility in the game, which in G:U was 650(!) different match-ups to balance.

I was really surprised at some of the fan backlash about this issue - I think something that made it hard to swallow was the fact that the numerical range of the resistances / vulnerabilites was so wide. Many of them were only ~5% changes to the base damage, while a (very) small number were +50% or more. Seeing that row of vulnerabilities in MOGUERA's character sheet seems to have been off-putting, but I promise you that MOGUERA was a top-tier character for a long time, and needed serious weakening. I didn't just slap those attributes on him randomly!
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Living Corpse » Wed Apr 11, 2012 10:35 pm

Adding to this, you think you could make the Ghidorah's necks longer and the wings wider? They just seemed off in the Atari games.

As for GFW Gigan do we really even know if he was metallic blue? The tint used in this film gave everyone a weird color, all the people, monsters and cities had weird lighting to reflect that this was a heavily polluted future. What color was the suit without the weird lighting?
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Kaiju-King42 » Wed Apr 11, 2012 10:41 pm

Could I make a little suggestion? Beam battles, in my opinion, need to be a lot more rare then they were in GU. I like the game, but one of the most annoying things about it for me was the fact that beam battles happened 90% of the time you fired your beam at an opponent! Beam battles themselves, I don't mind, but they need to be more rare in the game. Maybe if two beams are fired at the same time, a beam battle only has a 10% chance of happening?

Oh, another thing about beams. Explosions. To see explosions where the beams hit, be it the ground, buildings, or other monsters, would be great. In my opinion, it would make it feel much more like the movies.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Hipster Thor » Wed Apr 11, 2012 10:55 pm

I think it is a really stupid move to say that monsters cannot do the moves they do in the games because they were never done in the movies. A few things to consider:

1. Without added abilities, certain monsters will be be left high and dry in the fighting department compared to better equipped adversaries. It also elaborates on movesets monsters are already known to have. Let's be honest, Monster fights in the movies don;t display too much. It would be horrendously mundane to see monsters doing the same thing as other monsters over and over, and that thing itself being mundane. If Baragon;s or Jet Jaguar's movesets were ripped form the films, they'd be Goddamn boring.

2. There is no established canon for the Godzilla franchise at all. So everything is fair game. To go strictly by what the movies say is ridiculous, as you are limiting yourself creatively and not actively adding ANYTHING to the franchise or characters at all, which I think artists would love to do. Why limit yourself in such a way? That level of purity is borderline parody. Basically anything goes in the Godzilla universe as long as it is approved by Toho. THAT is the mark of legitimacy, and Toho seemed fine with all the moveset adjustments made in previous games. I see no reason to remove them.

3.Removing such things actively makes the game worse. I loved Gigan's teleport, and the Sonic Roar(Only beam weapon like it). Taking them out would make me less inclined to play the characters, because you are making them more boring for something as pointless and irrelevant as film accuracy. These aren't bastardizations of the characters. They are simply adding things that makes them more unique, powerful, and differentiates them form the rest of the cast. By giving them less stuff, in order to keep it close to something poorly portrayed and not even in canon, is taking out game features for no real good reason other than a mistaken sense of franchise purity. I'm somewhat pf a purist when it comes to some things, but as I said, these aren't bastardizations. They are making the characters cooler and function better within the game world. Film accuracy be dammed.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Mr. Strange » Wed Apr 11, 2012 11:30 pm

Kaiju-King42 wrote:Could I make a little suggestion? Beam battles, in my opinion, need to be a lot more rare then they were in GU. I like the game, but one of the most annoying things about it for me was the fact that beam battles happened 90% of the time you fired your beam at an opponent! Beam battles themselves, I don't mind, but they need to be more rare in the game. Maybe if two beams are fired at the same time, a beam battle only has a 10% chance of happening?


I don't know exactly what the best solution is, but I agree that beam battles were wonky in G:U. They led to bad interactions, and their predictability (it's the AI which does that) worsened the effect.

3.Removing such things actively makes the game worse. I loved Gigan's teleport, and the Sonic Roar(Only beam weapon like it). Taking them out would make me less inclined to play the characters, because you are making them more boring for something as pointless and irrelevant as film accuracy. These aren't bastardizations of the characters. They are simply adding things that makes them more unique, powerful, and differentiates them form the rest of the cast. By giving them less stuff, in order to keep it close to something poorly portrayed and not even in canon, is taking out game features for no real good reason other than a mistaken sense of franchise purity. I'm somewhat pf a purist when it comes to some things, but as I said, these aren't bastardizations. They are making the characters cooler and function better within the game world. Film accuracy be dammed.


When designing the monster attacks and abilities, I came up with some rather detailed ideas about what each monster's personality/fighting style/visual style should be. I'd be very interested to have people list which characters they felt properly captured the character, and which seemed offset from their expectations. For example, I made Anguirus really scrappy, in-your-face (most of his attacks advanced him significantly) and built his fighting style around staying in close. His Sonic Roar was designed to disrupt beam attacks, but not actually give him significant long-range damage. I felt as if all of that captured what people wanted to see in Anguirus.

But how did I do with the other characters? It's not too early to re-conceptualize fighting goals. Should Orga still be a grappler? Should someone else? Should MOGUERA be all about keep-away? Let's hear your good and bad impressions.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby TitanoGoji16 » Thu Apr 12, 2012 2:47 am

I don't have a problem with new abilities in the games, per se (I also loved Gigan's teleportation, for example). It's when they change the entire core of the character that bothers me. Titanosaurus and Varan are, like Anguirus, ordinary dinosaurs that rely on their own mettle (and teeth and claws) to duke it out. Giving the two of them beam weapons just seems... wrong. Like Anguirus, their game should be almost entirely physical. They each had enough going for them that neither really needed a beam weapon - Varan could fly/glide and was fast as hell, and Titanosaurus already even had his own projectile with the cyclone tail.

If we choose Titanosaurus at the character select, it's likely because we want to play as the guy who kicked Godzilla's ass without any special powers. If we want to play as a character with a beam weapon, we'll play as Godzilla or Rodan or Mechagodzilla or any of the dozen other monsters that already have one.

Mr. Strange wrote:I'd be very interested to have people list which characters they felt properly captured the character, and which seemed offset from their expectations.


I actually thought Titanosaurus and Varan were pretty much perfect (aside from their beam weapons, obviously).
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby tymon » Thu Apr 12, 2012 3:21 am

@Donkun - I get what you're saying..100% movie accurate gameplay mechanics just wouldn't work for obvious reasons. However, I think a middle ground could be met, and they could look and "feel" more like the suits. I love DAMM and STE, but they're not quite there in terms of convincing me that I'm controlling the same beasts from the films.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Kiryu2012 » Thu Apr 12, 2012 5:57 am

Another question. For donation, where do we donate money for the game? Also, if someone could put in an original monster, how would that monster be treated?
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Mr. Strange » Thu Apr 12, 2012 6:22 am

Kiryu2012 wrote:Another question. For donation, where do we donate money for the game? Also, if someone could put in an original monster, how would that monster be treated?


Donations will be handled through Kickstarter (see the answers thread for a breakdown).

Original monster submissions will be reviewed with both me (for game mechanics) and Matt (for visual style and concepting). Once everything is approved by the two of us, that monster will be put into the queue for creation by the monster-making team. Monsters in development will be reviewed and discussed (and played in beta) by all contributors for at least a few months before they are released.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Goji » Thu Apr 12, 2012 7:47 am

To an extent, I agree with some of these things, but some are pretty nitpicky (no offense to Brian).

* Destoroyah is much smaller than he was in the movie


Well, the thing with the Heisei monsters was that they were all in the 100 meter rage in the movies. So actually, SpaceGodzilla, Mecha-King Ghidorah, Biollante, Heisei Mechagodzilla, are all technically "smaller" than they should be in the Pipeworks games. Making them all larger would be jarring, and I can guarantee you nobody would like it. (I mean, did anybody like the giant Mecha-King Ghidorah at the end of Godzilla:Domination?). Yeah, I didn't think so.

Then again, reaching critical mass made monsters larger, and even "turned" Godzilla into Burning Godzilla. If one wanted to recreate Heisei battles, it was easy enough to do.

* Mechagodzilla 1974 shouldn't have bendable fingers; his dorsal fins shouldn't light up; his eye beams are the wrong color; his tail is much smaller than it was in the movies


I agree. I liked the G:U version, but it was anything but accurate. The generic robotic sounds have to go as well.

* Anguirus' Supersonic Roar, Godzilla's Fireball, Jet Jaguar's Handclap, King Caesar's Laser Eyes, Mechagodzilla 1974's Flame Nose, Orga's Paralyzing Goo, Titanosaurus' Sonic Wave and Varan's Concentrated Blast should all be removed entirely (Godzilla, Mechagodzilla and Orga all have other powers that could easily replace the abilities listed)
* Biollante's Radioactive Sap Spray and Mothra Larva's Web shouldn't be able to create Beam Battles when they collide with a beam attack


This is where I can't agree at all. All of these things were added for the sake of adding variety to the arsenal of these characters. I'm also confused as to how Jet's "handclap" (karate chop?) and King Caesar's eye lasers aren't "accurate"? Orga's projectile is "goo"? Since when? He demonstrates a shoulder canon in the film, and the designers took a small liberty with it. Not a big deal. I can understand not wanting Titanosaurus, and Varan to have beams, but I'm sure they were added for the sake of balance.

Mechagodzilla is shown to use the nostril flames in publicity photos, as well as in the original Japanese poster for the 1974 film. If we're going to remove that, we might as well remove Showa Gigan's eye laser, since he never had it outside of publicity photos either.

When you're making a fighting game, you need to give some of these monsters abilities they may not have in any previously existing media. If Titano and Varan don't have beams, then they need some kind of way to handle/combat beam battles, because sitting there, helplessly blocking your beam doesn't sound like my idea of a good time, especially not simply for the sake of a "film accurate version". This is a video game, not a movie.

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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby TitanoGoji16 » Thu Apr 12, 2012 9:00 am

Goji wrote:If Titano and Varan don't have beams, then they need some kind of way to handle/combat beam battles, because sitting there, helplessly blocking your beam doesn't sound like my idea of a good time


Which is why the way the beams worked in GU was complete trash. In GDAMM and GSTE, you charged the beam, shot it off, then continued with the match. In Unleashed, as long as you had sufficient energy? You could fire your beam endlessly. Of course you'd need a way to deal with beams if they never stop pouring out of the opponent's mouth.

Goji wrote:especially not simply for the sake of a "film accurate version". This is a video game, not a movie.


Well, if you're gonna pull that, why not give Anguirus a beam weapon, then? You can't be almost completely screen accurate with one character and then just make random shit up with another.

Goji wrote:Bio's sap and Mothra's silk clash with beams for the sake of balance.


MOGUERA, Jet Jaguar, Baragon and Mothra Larva couldn't beam war in GSTE. Nobody complained then.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Zilla103192 » Thu Apr 12, 2012 9:34 am

I say take beams away from all the monsters that never had beams in the movies. And boost their Melee stats. Take an energy advantage, and give a physical one. Or replace beams with a different attack.

In AWMs game he is making, If you play as anguirus, and use his special, Anguirus turns and jumps backwards at the opponent, spikes first.

I never liked Anguirus having a sonic roar. It just never fit the character. Same with Titano and Varan.

I would of loved it if Titano turned around and made a huge wave of wind at the opponent, knocking them down.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby hammysammy59 » Thu Apr 12, 2012 10:03 am

Yeah, I don't like the idea of non-beam monsters having beams. Having a mix of beam and non-beam monsters makes the roster more interesting, and the majority of non-beam monsters already have some other cool attack to make up for their lack of a beam.
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Re: "Godzilla Game" Title Ideas

Postby Tyler » Thu Apr 12, 2012 10:25 am

Giant Monster Militia?
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Re: "Godzilla Game" Title Ideas

Postby Living Corpse » Thu Apr 12, 2012 11:59 am

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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Showa Gojira » Thu Apr 12, 2012 12:02 pm

I've been reading this topic for awhile now and I am incredibly excited by the idea of this game actually getting made. I greatly enjoyed the Pipeworks Godzila games and it seems like this game could possibly end up being the best Godzilla game yet. After reading some of the great ideas getting tossed around in this thread I came up with a few (dozen) of my own. For now though I'll just post my ideas on Beam battles and the health system.

Mr. Strange wrote: I don't know exactly what the best solution is, but I agree that beam battles were wonky in G:U. They led to bad interactions, and their predictability (it's the AI which does that) worsened the effect.


As far as I can tell, the problem with the beam battles happening constantly was because of how the beams themselves worked. In the first two games the Beams took awhile to charge but always made your opponent flinch at low power, and it would knock them down if charged all the way. The beams in Unleashed fired quickly but instead of being a powerful burst of energy it was more of a slow burn attack. It did cause the opponent to flinch when it hit them but after that they could still move around, attack, and fire their beam right back at you. The beams did eventually reach a point where they started doing significant damage and pushing your enemy around, but it simply took too long.

For this game I think the beams should return to how they were in the first two Pipeworks installments. Big powerful attacks that dish out a lot of damage but can't be used all the time, due to energy costs or having to be charged before being fired. Not all beams should function the same way, but none of them should give your enemy the chance to fire their beam at you while getting hit by yours. Some could be too quick to allow your opponent to blast back and others would be too powerful to allow them to return fire.

As for the health system I really like the idea of being able to get back up multiple times instead of being down for the count after losing all your health. It happens all the time in the movies and here's how I think we could incorporate it. When a Monster loses all their health or takes enough damage they go down and it seems all hope is lost. However they still have a chance to get back on their feet and continue to fight. Upon going down the player would have an amount of time to perform an act such as button mashing, spinning the joystick around, or pressing four buttons in a row repeatedly to build up enough energy to get back into the fight. After reaching a certain point they could press a certain button (Right trigger, Select, etc.) right away to get up with a small sliver of health. They could also choose to continue building up energy to come back with even more health.

However while this is going on your opponent won't be standing idly by while you try to recuperate yourself. The enemy monster could continue to bash away at their fallen foe in an attempt to make sure they stay down. Taking hits while trying to get back up would take away the energy you've built up, which is why you couldn't always come back with the highest amount of health possible. After going down each time building up energy would take longer and longer, so you would eventually end up staying down.

Also to make sure a Monster who just recovered isn't struck down immediately, they could perform a powerful get-up attack to knock off any would be attackers. Godzilla for example could use a nuclear pulse for close by opponents, or he could fire his atomic breath upon getting up. Apologies for the lengthy post but I have so many ideas for this game buzzing around in my head.
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Re: "Godzilla Game" Title Ideas

Postby GIGAN05 » Thu Apr 12, 2012 1:55 pm

Here are some titles just thought up at random,
"Destroy All Monsters International"
"Kaiju World Saga"
"Global Monster Asssult"
TK's Resident Judge.

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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby CheetoKamper » Thu Apr 12, 2012 3:14 pm

If we take beams away from the monsters that didn't have them in the movies fine BUT the monster then would need to be able to counter the beam in someway that isn't just sitting there and blocking otherwise it's completly unbalanced. Maybe for Anguirus he could just roll in a ball and be able to roll through the beam at the shooter (he'd still take damage but he'd able to counter it still.) King Ceasar should just be able to absorb the beam and shoot it back but make it so that only happens when you hit the button for it rather than automaticly so it doesn't become completly broken. Titanosaurus has the wind attack and that should just do damage and send things like cars and tanks and just general debris at the opponent and that can do the damage. Varan is a lot harder to figure out since he never actualy fights a monster ever.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby matrix » Thu Apr 12, 2012 3:27 pm

Hey guys, we should talk about unlockables, so what should be avalable at the store? I think, Monsters, Arenas, Videos, Pictures. But to just plain unlock, I think there should be player emblems, you can maybe unlock more by doing stuff like playing 100 battles, and you can display them, like? :g2k:
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Chris55 » Thu Apr 12, 2012 3:31 pm

matrix wrote:Hey guys, we should talk about unlockables, so what should be avalable at the store? I think, Monsters, Arenas, Videos, Pictures. But to just plain unlock, I think there should be player emblems, you can maybe unlock more by doing stuff like playing 100 battles, and you can display them, like? :g2k:


I think fan art would be cool unlockables.
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