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 Godz » Sun Apr 22, 2012 8:45 am

Tamura wrote:This game should have every version of every Toho kaiju ever, including King Kong. He could be called Giant Gorilla!


I don't think anyone would complain about that.....we'd just have to round up, shit, I dunno....surely $10mil would cover the licensing fees and all the employees and tech needed to achieve this. :D
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Jahgee » Sun Apr 22, 2012 10:08 am

Who says the game has to take only 12 months :D
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Infinity » Sun Apr 22, 2012 11:56 am

I guess some people don't want his inclusion in the game. Anyhow if Mr.Simon does get the rights for him, I think he should be utilized in a different way then a standard fighter.

My idea on such characters revolves around Special cases. These cases would need to consist of stages that are designed to be different then regular stages in the sense that they offer slightly better graphics and sound effects and are meant to represent some segments of the true stories from the movies.

This does come after the development of the multiplayer VS mode but if people are talking about adding some kind of story to this then I'll suggest it anyway.

Special stage 1: Ginza 1954

Play as Shodai Godzilla 1954 and burn and destroy the city within 20 seconds. It would be like playing the movie on hard mode in the sense that the army will be much more in numbers and far more aggressive. They won't be able to hurt Goji but slow him down from completing the objective.

Special stage 2: Escape from the Ocean

You play as a scuba diver who has to escape Goji 54 within 20 seconds while Serizawa has activated the Oxygen destoroyer. It plays out like the movie, only this time you get to control Ogata and escape from Goji and the OD.

Special stage 3: Godzilla 1984

Play as SuperX 1 and neutralize Godzilla 1984 within 20 seconds.

Special stage 4: Godzilla 1998

Play as GODZILLA 98 (not zilla) and escape the city from gun fire and missle attacks. End the stage by going underwater, avoiding torpedos and then reaching a exit point.

Special stage 5: Alternate Storyline

This time you play as Shodai Godzilla you'll have to swim your way out from the ocean within 20 seconds before the oxygen destoroyer takes full effect. This should end with a nice image of Godzilla standing on burnt down city with a victory posture and a message stating "The King Lives".

Optional: Special stage 6: Final Showdown

Play as Shodai Godzilla and battle the original Mothra and Rodan, killing both of them. (This is only based on what kind of Mothra or Rodan we would get).
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby PopInPicsPresents » Sun Apr 22, 2012 12:30 pm

Godzilla'54 is nothing more then a smaller Heisei Godzilla with a weaker beam. I don't see what's so special about him other then the fact that he's the first Godzilla.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Infinity » Sun Apr 22, 2012 12:45 pm

Godzilla'54 is nothing more then a smaller Heisei Godzilla with a weaker beam. I don't see what's so special about him other then the fact that he's the first Godzilla.


Why are you questioning my preference for Shodai Goji here? We are talking about Ideas for the game, not why I happen to like him.

For the record I can say that showa king ghidorah is just a smaller Heisei ghidorah with weaker beams and that he has nothing special to offer other then the fact that he is the first ghidorah..
Whats so damn special about him...
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Goji  » Sun Apr 22, 2012 12:50 pm

Godzilla '54 is "nothing more than a smaller Heisei Godzilla"? How, exactly?

Showa King Ghidorah's beams' are "weaker"? Since when?
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby PopInPicsPresents » Sun Apr 22, 2012 1:00 pm

Godzilla '54 is "nothing more than a smaller Heisei Godzilla"? How, exactly?

They have a very similar body build, they're movements are similar and they act similar. Heisei Godzilla is basically a bigger Godzilla '54.

Showa King Ghidorah's beams' are "weaker"? Since when?

Because he's Showa silly :P
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Godzillabrawler » Sun Apr 22, 2012 1:23 pm

PopInPicsPresents wrote:
Showa King Ghidorah's beams' are "weaker"? Since when?

Because he's Showa silly :P


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

Postby Blackout286 » Sun Apr 22, 2012 1:55 pm

PopInPicsPresents wrote:
Godzilla '54 is "nothing more than a smaller Heisei Godzilla"? How, exactly?

They have a very similar body build, they're movements are similar and they act similar. Heisei Godzilla is basically a bigger Godzilla '54.

Act similar? Its kinda hard to really sell that when Goji 54 displayed zero emotions and personality, while the Heisei Godzilla was the exact opposite. :lol:
And there movements aren't really similar, Heisei Godzilla tends to move around/react a lot more, during combat or whenever he's attacked, tends to be more involved despite looking sluggish, from biting, to lifting up and slamming down opponents, to tossing enemies, choking them, and stomping on them. Heisei Godzilla acts more lively, Godzilla 54 doesn't do that. Godzilla 54 tends to mostly act like Kiryu-Goji, standing there and taking any assault before returning fire.

Overall I kindly disagree with your opinion.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Kiryu2012 » Sun Apr 22, 2012 2:05 pm

Hey I just thought of something for Kamacuras.

What if whenever the player uses invisibility, they go into first-person like the TF2 Spy, and against other players the screen splits, so the player that's invisible knows where they're going, while the other player doesn't know where they are.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby PopInPicsPresents » Sun Apr 22, 2012 2:29 pm

Kiryu2012 wrote:Hey I just thought of something for Kamacuras.

What if whenever the player uses invisibility, they go into first-person like the TF2 Spy, and against other players the screen splits, so the player that's invisible knows where they're going, while the other player doesn't know where they are.


Now that's an awesome idea!
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby godzilla898 » Sun Apr 22, 2012 2:40 pm

Kiryu2012 wrote:Hey I just thought of something for Kamacuras.

What if whenever the player uses invisibility, they go into first-person like the TF2 Spy, and against other players the screen splits, so the player that's invisible knows where they're going, while the other player doesn't know where they are.

But if you're in a city, how can you tell where you're going if there's buildings all around you? Kamacuras isn't exactly the tallest kaiju.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby PopInPicsPresents » Sun Apr 22, 2012 2:44 pm

godzilla898 wrote:
Kiryu2012 wrote:Hey I just thought of something for Kamacuras.

What if whenever the player uses invisibility, they go into first-person like the TF2 Spy, and against other players the screen splits, so the player that's invisible knows where they're going, while the other player doesn't know where they are.

But if you're in a city, how can you tell where you're going if there's buildings all around you? Kamacuras isn't exactly the tallest kaiju.


Well he can fly, and since he's an insect it wouldn't be to outlandish to have Kamacarus walk on buildings.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Kiryu2012 » Sun Apr 22, 2012 2:47 pm

^Pretty much. Plus he could also detect his opponents like the Predator everytime he goes invisible.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Legionmaster » Sun Apr 22, 2012 3:00 pm

Kiryu2012 wrote:Hey I just thought of something for Kamacuras.

What if whenever the player uses invisibility, they go into first-person like the TF2 Spy, and against other players the screen splits, so the player that's invisible knows where they're going, while the other player doesn't know where they are.

This doesn't work with local multiplayer. Other players can still see where you are, because they can still see the whole screen. It also doesn't work because a mid-match screen split is jarring and interrupts the tempo of play.

It also is a poor execution choice for online play, as, once again, the perspective change is jarring and there's no need for it when no one is around you.

Invisibility of any kind still works against the basic premise of two monsters fighting each other, not one monster fighting another monster.

People need to leave the whole invisibility thing alone. It's not a good idea.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Mr. Strange » Sun Apr 22, 2012 3:02 pm

Since we're getting into the subject of "how accurate should monsters be to their film incarnations" I thought I'd share some insights.

Original Godzilla & co. were about 50 meters tall. They grew over the years, eventually being about 100m tall.

When we started making G:DAMM, Toho had a very strict rule - all monsters needed to be relatively the same size. So we just kept Godzilla at 100m, and scaled the other monsters (with Toho's supervision) to be proportionately correct. So if King Ghidorah was originally 70m to Godzilla's 60m, we say "ok, so KG is 17% taller than Godzilla - so make him 117m."

Toho has not, in general, been willing to have things exist "as they were" - they have specifically wanted things updated to fit with the lastest monster incarnations.

The "stiffness" of monsters in the older films is a great example of this. Toho thinks of that stiffness as a technology constraint, not a true representation of the monsters. We tried doing some frame-for-frame copies of various monster moves, and Toho did not like it. Then we created Godzilla 2000's uppercut move - and they loved it. Toho told us that THAT was what they wanted all the monsters to be doing - jumping, swinging, and slashing with more freedom that they ever could in the movies.

I'm a bit surprised that several people here have complained about the speed of combat in the last few games - I've only heard people complain about how sluggish things were. I honestly prefer things to be slower and more tactical. We'll definitely discuss that at length early in the development process!
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby godzilla898 » Sun Apr 22, 2012 3:13 pm

I assume that since this game isn't being made under normal terms, Toho won't have quite the power and control over how the game turns out?
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Mr. Strange » Sun Apr 22, 2012 3:23 pm

godzilla898 wrote:I assume that since this game isn't being made under normal terms, Toho won't have quite the power and control over how the game turns out?


No - Toho will still have absolute control over the appearance and treatment of their monsters. There is no getting around that.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Legionmaster » Sun Apr 22, 2012 3:26 pm

Mr. Strange wrote:There is no getting around that.

Travel back in time and install sleeper agents. It's the only way.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Infinity » Sun Apr 22, 2012 3:28 pm

You are thinking on the right lines Mr.Strange but it suprises me that Toho wanted all those goofy moves to be implemented in the game.

It certainly wasn't like that in Godzilla: Kaiju Daikessen or Godzilla Battle Legends. They had the basic jumping and dashing but everything else for the most part was pretty accurate to the character they represented. Very few things seemed slapstick and even those made the kaiju still look cool (I won't complain about Super Mechagodzilla's Long kicks as they made him look really badass in contrast to MG's kicks in G:STE or G:DAMM where it was a combination of bad posture and wacky move types that just didn't click with me.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby jdude1996 » Sun Apr 22, 2012 4:01 pm

can anyone think up a moveset for Kamicuras?
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