Anthony:
Okay, first off, we have seen quite a bit of the "match" options
present for the title, both from the build at the
Penny Arcade Expo and an entry on the blog at IGN.
Speaking personally, I always found this area to
be disappointing on the previous two games, and was
very impressed by what has been shown so far. My
only question is related to if these options are
expected to be there "out of the box"
or if some of them stand the chance of being unlockable
before the player can utilize them?
Shelby: The Custom Multiplayer Options available
in the Wii version of Godzilla: Unleashed are
something we have wanted to do since Godzilla: Destroy
all Monsters Melee. Happily,
I can tell you that they are fully available right out
of the box; no points are necessary to access them.
Anthony: The Gotengo is Toho's most popular non-humanoid
mech, having appeared in films both inside and outside
of the Godzilla series. The craft was seen fleetingly
near the end of the E3 trailer for Godzilla: Unleashed,
however, nothing more has been seen and hardly anything
mentioned related to the ship since. Would it be
possible to divulge any more information in regards
to what type of role the battleship will have in
the game?
Shelby: We use another name for the Gotengo, Atoragon, in
Godzilla: Unleashed. The Atoragon plays a significant
and interesting side role in the Story Mode. It
has a developing storyline. It’s not
available for player control, and you could call
it a boss.
Anthony: Some gameplay footage was released of
Godzilla fighting off Titanosaurus in Tokyo. During
the bout, Titanosaurus was revealed to emit a "supersonic
wave-like" attack from his mouth. Many have
stated this as being a rather odd choice for the
monster, considering that it displayed a weakness
against supersonic waves in Terror
of Mechagodzilla (1975). Is there any background behind this choice?
Shelby: We wanted a unique beam weapon for
every monster, so that players could engage in beam
fights, no matter what monsters the players chose. So,
for gameplay reasons, we took creative liberties
with the monsters that didn’t have beams in
the movies, and Titanosaurus was one of those monsters.
The sonic beam weapon for Titanosaurus came out of
a need to create a unique breath weapon for him.
It wasn’t until after
we had created and tuned his weapon that someone
on the team pointed out the irony of such a weapon
in reference to the monster's weakness against
sonic waves in the movie. Storywise, his sonic
weapon could be a mutant genetic adaptation in the
giant dinosaur brought on by the crystal energy -
Titanosaurus’ weakness turned into a strength
fits in with his strong, adaptable profile as a member
of the mutant faction.
Anthony: For the build at the Penny Arcade Expo,
Kiryu's "victory" sequence appeared
to end with an odd meshing of the Showa and Heisei
Mechagodzilla roars. Is this still present
in the final build of the title?
Shelby: One of the more challenging aspects
of game development is collecting and implementing
quality audio that fits our gameplay needs. Kiryu's
victory sequence needed a show-stopping elongated
roar, and to achieve that we had to so some audio
magic. The Showa and Heisei Mecha roars mixed together
gave us the perfect combo for that climactic victory
stance. The Millennium series Kiryu sounds we had
did not do the move justice. I think we were able
to strike a balance for the emotional impact of the
gameplay experience while maintaining the integrity
of the Toho property.
Anthony: On the topic of the "victory" sequences,
Destoroyah was witnessed to have a fairly haunting
cackle after defeating his opponent. This roar was
not used in either of his onscreen appearances (Godzilla
vs. Destoroyah [1995] and Godzilla
Island [1997]),
so was this a unique creation from Pipeworks?
Shelby: That's sort of a legacy of
Save the Earth. His
laugh got a first pass in Save the Earth when we were
trying to make him stand out as more of a villain among
the kaiju. Toho approved the trait for Save
the Earth, and it got a revision for Unleashed, along
with a new remix of his roar turning it into more of
a cackle.
Anthony: The Tokyo stage was shown off, featuring
a partially submerged metropolitan level. Was the choice
to have Tokyo flooded, versus other possibilities for
a tsunami-torn city, at all influenced by the plot
of Godzilla
vs. Megaguirus (2000) in which Tokyo becomes
submerged?
Shelby: Oh certainly, seeing a flooded Tokyo in G vs. Megaguirus was an influence.
That, and that fact that Tokyo and other Japan cities have always been particularly
susceptible to tsunamis. A flooded Tokyo was also the focus of Toho’s epic
disaster film “Sinking of
Japan” (2006).
Anthony: A couple of characters went through
name changes from the previous two games, specifically
Kiryu (previously Mechagodzilla 3) and Fire Rodan (previously
Rodan). What was the driving force behind going for
the more "version specific" names for those
two monsters this time around?
Shelby: We really liked Mechagodzilla 3’s nickname Kiryu, and received
Toho approval to use this name. The name Fire Rodan was a change requested
by Toho to accurately label their trademarked character.
Anthony: Toho has a very strict and thorough
copyright process for their intellectual properties.
Has this made concealing characters, or potential characters,
difficult while the game is in development?
Shelby: Although the process is rigorous, it helps us to make sure the monsters
are true to the originals. The actual approval process didn’t make
concealing monsters difficult, as all parties involved kept the information secret. The
only little early giveaways were sometimes the monster stamps or names on posters
or in legal lines, but those weren’t because of Toho – they were
more like teasers. :-)
Anthony: On August 28th, a video showing
a battle between Destoroyah and King Caesar was released.
The conclusion for the movie featured Destoroyah stabbing
the Okinawa deity with his horn, which was accompanied
by a fairly gruesome sound effect. This is something
that has surprised a lot of people as it was unexpected
given the general tone of the previous two games; however,
it has generally gone over very well with fans. My
question is if people can expect other moves that feature
a slightly "darker" edge to them, or if Destoroyah
is a general exception to the "norm"?
Shelby: It may have been mentioned before that we’ve tried to go for
a somewhat darker tone with this installment. This can be difficult when
we’re still trying to fit into an E10 rating. In the movies, these
monsters obviously have a limited number of moves that they can actually do to
each other, but have more of a luxury to rip off chunks of flesh, break bones,
explode, or even eat other kaiju. We've avoided making the game "bloody" in
any real way, but its hard to argue that certain monsters like Gigan or Destoroyah
aren't striking with very visceral weapons specifically designed to maim,
including Destoroyah’s horn and Gigan's saw chest. To compromise,
we limited their most vicious moves to their grapple throws, where the opposing
monster is completely at their mercy. To keep the answer short (too late),
yes, Destoroyah and Gigan's level of violence are above average compared
to the other monsters in Godzilla: Unleashed, but then, we’ve also
already admitted that they are pretty mean. :-)
Anthony: Of the revealed characters, is there
any of them in particular that stand out as a clear
favorite of yours in terms of play style?
Shelby: A few of us share Mothra as a favorite. Her special attacks
have style – I personally love the “Cry of Peace”, in which
she essentially attacks with a rainbow. :-) Beyond her actual fighting
moves, flying around with her is sheer joy. We got some amazing footage
of her circling the skyscrapers in Sydney, that I don’t think made it into
any of the trailers. You might be able to see a quick clip of it in the “newsreel” that
cycles on the main screen of the UI. Circling the skyscrapers with Mothra
was one of my most memorable and favorite moments when I was just playing around
in the game, not necessarily fighting. Jason, one of our engine programmers,
points out that her flight allows her to avoid damage more easily than some of
the other monsters, and fighting at range with her beam weapon is a good option
for her.
Steve, gameplay programmer: Gigan, despite his
vaguely chicken-like appearance, is one of the most
powerful and well balanced characters in Godzilla:
Unleashed. With the incredible reach of his hook arms
and raw speed, this flightless cyborg is able to effortlessly
tear his opponents to shreds with various slashing
and spinning attacks. The beam he emits from his cyclopean
eye is capable of delivering an extra dose of pain
to opponents who are either at range, or groveling
in the dirt after receiving a severe slashing. |