Review:
Godzilla:
Unleashed (Wii)
Class: Staff
Author: Anthony
Romero
Published: December 17th, 2007
Ah Godzilla: Unleashed. It's been awhile since I can recall
a game I was more eagerly anticipating (...well
ignoring Super Smash Bros Brawl...). As a fan of the
franchise it was great to see the roster
slowly fill over a year's time as more and
more details came to light. Suffice to say,
when the title did come I was fairly excited.
Unfortunately, my first play through was
a pretty disappointing experience. I had
trouble with the controls, while playing
through the much touted Story Mode wasn't
as satisfying as I had hoped for. Still,
I stuck with it and was amazed to find my
appreciation for the title grow drastically
over time as the controls and fundamentals
of the game became more apparent. It's
a game with a large learning curve to it,
but one that's sure to delight fans who continue
to play past the "initial impression" point.
For the third outing in the Godzilla fighting series,
Pipeworks has shaken up the format a bit. Some elements
remain, like the always fun ability to pick up buildings,
but in many ways this is a starkly different game
from its two predecessors. It might look similar
on the surface, but the modifications to
the way health, energy and the addition of crystals
over items actually change things around a lot. Are
these changes for the better? That will come down
to personal preference, as this game has deemphasized
the importance of beams, as they can't KO someone
(save the Mechagodzillas), and melee combat has become
the predominate focus. The overall sense of the game
is more frantic too, as one is usually scrambling
to keep up the assault so that the rather rapid health
regeneration doesn't kick in.
Regardless of one's thoughts on the direction of
the franchise, and if they might prefer the play
style in Unleashed or the previous two games, there
are some new dynamics which are
excellent additions. The foremost of these is the
ability to have one's monster rush. It's a simple
action, yet there is something so satisfying about
seeing your character charge and smash buildings
out of their way, and it's even more satisfying when
one of those structures happens to fly out and smack
an opposing player. The other major addition here
is that energy no longer automatically recharges,
but will have to be done manually. The nice angle
to this is that a character (with a few exceptions)
can't regenerate health and replenish their energy
at the same time, which presents a fundamental dilemma
for the player that works out well in the context
of the matches.
So, enough broad details, how do the characters
fare in this entry? Surprisingly well, actually.
I was worried that many of them would play similar
after seeing the earliest footage of the game, which
had monsters firing their beams and punching at the
same time, yet many play drastically different from
one another. Yes, some "clones" are back,
like the Godzillas and Mecha-King Ghidorah, but a
lot of the characters, like Megaguirus and Biollante,
are very unique from other combatants and this certainly
adds to the experience. Some will probably miss the
rage dynamic from previous games, in the sense
of seeing a character unleash a more powerful attack.
A few of these, well Kiryu's at least, are still
present; however, it would have been nice to see
a few more represented in the final game as so few
characters actually have ABCZ moves, and a Godzilla
1990s without a nuclear pulse is disheartening...
Okay, time to dig into the most touted feature of
the new game: Story Mode. Upon getting the game,
this was the first thing I dived into and... sadly
it left a sour taste in my mouth. I selected Fire
Rodan for my first play through and started out in
the intro level for the Earth Defenders. Regrettably,
this first arena is really boring, as it lacks any
opponents and fails to really teach someone the
controls or really what the objectives are to someone
who hasn't played before. It's a bad start, and left
me disappointed for the remainder of this first play
through. It also doesn't help that the story itself
is extremely simplistic yet still slightly hard
to follow, as events can be witnessed out of order.
Overall, I was pretty under whelmed from this first
attempt through the game. However, I stuck with it,
selected a different fraction, now with a better
sense of how it works, and went for another play
through and ended up having a lot of fun. So what's
the verdict? Story Mode is hard to get into at first,
but has a nice pay off the more you play it, and
some of the more unique aspects (like the Atoragon,
aka Gotengo) will keep you coming back for more.
Unfortunately, the one area where this game really
suffers is the AI. To put it simply, it's very
lacking. On the Easy difficulty, it's pretty much
a push over, as the computer stands around and often
does nothing for long strands of time. Normal is
better, Hard mode even more so... but I would suggest
against playing on the latter difficulty. The reason
being the way beam locking is handled, as the computer
becomes incredibly proficient at this stage. This
makes it hard to win, but even worse is if the
CPUs get their beams locked as this can often last
for over a minute as they continually bounce the
surge. My other major gripe is that, on any difficulty,
they never go for crystals. It was a common complaint
in the previous two games that the computer would
often run after power ups that were off screen, giving
them an unfair advantage; however, I think it's even
worse for this game that the CPU will never actively
attempt to get an energy or health crystal, which
in turn gives the player a huge edge against them.
Given the console the game is on, Pipeworks has
done a commendable job with the graphics here. A
number of characters, like Megaguirus and Titanosaurus,
look truly fantastic. A couple could have been done
a little better, like the lack of detail in Obsidius'
mouth or the way Godzilla 1990s dorsal fins end prematurely,
but at the distance they are typically viewed
there isn't much to raise a fuss about.
There is no doubt that the characters look great,
but what about the levels? They generally look pretty
good, although there are some uneven aspects to them.
For example, the water looks fantastic in the game,
but the "splash" effects are very under
whelming and really draw attention to themselves
because of it. Building destruction, while more complex
than ever before in the series, could have looked
a bit more sophisticated as well. Overall, though,
the locations look good, but won't evoke a sense
of awe like some of the character models. As a plus,
the stages also won't hamper the frame rate much,
although a few moments in Story Mode, such as SpaceGodzilla
spamming crystals in New York, do cause noticeable
slow down.
So the characters look great, levels look good
and the added effects like lighting are handled well.
Is anything not up to snuff? Sadly, yes. The cut
scenes, shown in Story Mode, are extremely lackluster.
They are done in a comic-like fashion through still
art, which is similar to how cut scenes were handled
in the Wii launch title Red Steel. Unfortunately
the technique looked cheap there and it looks cheap
here as well. There is also a lot of art reused during
these sequences, which only compounds this feeling.
Overall, though, Pipeworks has done a good job where
it counts. Yes there are better efforts on the system,
like Super Mario Galaxy and Resident Evil:
Umbrella Chronicles, but amongst the myriad of
slapped together titles on the console Godzilla:
Unleashed stands
out positively.
First off, the music in this game, done by Heavy
Melody Music, is simply phenomenal. From the moment
I heard the excellent "menu" theme I was hooked.
They have really done a great job in delivering a
score that at times sounds like a traditional video
game score, but really mixes it up with a lot of
guitar work and other elements that really convey
a sense of energy. It's perfect for a fighting game,
and fits with the character as it feels reminiscent
of some of the better themes done for Godzilla:
Final Wars (2004).
As for the sound
effects, they are pretty good. The roars are all
here, each matched faithfully to their source without
many mix ups. Some of the unique touches, like Destoroyah's
victory "cackle", are also handled
well. Some others aren't, though, like Kiryu who
uses both the Showa and Heisei Mechagodzilla roars
in his victory stance. Sadly,
punches and other effects are less satisfactory.
Many of them sound similar, and a few, like Moguera's
punch noise, get on one's nerves quickly as it's
not an uncommon strategy to use the quicker attacks
in rapid succession.
On the plus side, the game features
both English and Japanese audio for the cut scenes.
Personally, I selected the Japanese option and never
looked back. Unfortunately, it feels fairly shoehorned
in. For example, much of the dialogue is out of sync
with the subtitles, and some cut scenes even end
prematurely with the actors still reading a previous
line. The problem seems to be that it's still set
on the same timing for the English audio, which causes
a lot of problems. As for the readings, they are
fairly competent. The Japanese audio, while not having
a lot of emotion in the readings, gets the job done.
The English side of things is a bit more of a mixed
bag, with things like the stereotypical "surfer dude" for
Seattle, but fares okay overall.
On a closing note, given that the Wii is capable
of it, it would have been nice to see custom soundtracks
as an option here.
No ifs or buts, there is a large learning curve
to the game's controls. In fact, it took me two days
to get really comfortable with them. As expected
there has been a lot of integration with the motion
control aspect of the Wii for the title. A lot of
this is pretty simple, like pressing B and swinging
the remote to perform an attack in that direction
(typically). What this does is allow the player to
be moving and perform just about any attack without
interruption, unlike other fighting games where someone
would have to stop to perform a Down and A move for
example. Unfortunately, it isn't always easy to perform
the move you want. I still have trouble with this
too, which is commonly acted out in doing a "Down
Swing" move when a "Left Swing" was
intended. Precise actions, done smoothly, will get
the desired effect. However, in the frantic pacing
of the title, and it's never more frantic then when
you are trying to deliver a knockout blow before
an opponent regenerates health, calm and collected
gestures can be hard to achieve. Is there a fix for
this "problem"? Not really,
unless the controls were incredibly simplified to
only two directions.
Unfortunately the same passing advice can not be
applied to beams in the game. Now beams are set on
auto-aim unless the remote is shaken, which is quite
easy to do by accident. If this does occur, then
manual aiming kicks in, which is performed by aiming
the remote. Manual aiming is hard to get used to
and one will want to be standing a good distance
away from the sensor to get it right. Eventually,
one should get the hang of it to the point where
they can focus on their intended target after a second
or so of misfire. The exception to this is Moguera,
who thanks to his rotating upper body is incredibly
hard to aim with. In general, for all characters,
more often then not one would like to just rely on
auto aim... at least in the theory. The problem is
that the auto aim has this habit of focusing on the
military planes and what not, which is very aggravating
when you are desperately trying to keep someone at
bay. To end on a positive note, though, beam locking
is incredibly fun once one gets the hang of it, as
it's performed by swinging the remote to "volley"
the surge as timing comes into play.
Compared to its predecessors, replay value is where
the game really shines. The biggest improvement in
this respect is the number of options now available
for matches. These are found in "custom" modes, and
it saves four different methods of play at a time,
which was an excellent choice as, speaking personally,
I play the game very differently depending on who
I'm with and it's great to be able to select these
on the fly. The degree of options present is also
really nice, from being able to customize the military
to messing with the game speed. I was disappointed
with the lack of a "friendly fire" option for teams,
but otherwise the variety is great.
Now in terms of game modes, Destruction (ability
to trash a city which is tied to scoring points in
a time frame) is back. It can't be played with only
one monster, but it's here. I was never much of a
fan of this mode, though, so don't have a lot to
say about it. I was disappointed by the lack of Survival
Mode this time around, though. Overall, there are
a number of modes to toy around with and the level
of options present adds spice to the matches,
which is a great combination with the "pick
up and play"
category that fighting games fall under.
It's not all roses though, as unfortunately this
brings us to online play, or lack there of. It's
disappointing not to see it given that it was hinted
at when the title was first officially revealed.
To be fair, there hasn't been much of an online presence
for Wii games in general, but that doesn't mean there
isn't one, as Atari themselves even distributed the
online enabled Dragon Ball Z: Budokai Tenkaichi
3 on the same day
as this game.
| Overall (not an average): |
|
I have grown to love this game, I won't lie. However,
I don't feel I'm the most impartial person when it
comes to Godzilla:
Unleashed. There are certainly flaws to the title,
one can't deny that. The better question, for fans,
probably is: how does this fare compared to other
games on the character? To be honest, it's hard to
give a straight forward answer. There are elements
of Godzilla:
Destroy All Monsters Melee which
I still really enjoy, yet I'm having a lot more fun
with this title from the multiplayer aspect. At the
moment I would probably say it's a draw between those
two.
If there is one thing I want to convey, though,
it's that this game takes time to get used to,
possibly even more so if one has played one of the
previous Godzilla games and is used to those. A lot
of dynamics have been changed and the controls take
awhile to get the hang of, and even then one will
be making the occasional mistake. This
can lead to a sour first impression of the game,
and from that angle it's very understandable to see
all of the negative reviews for the title, but it's
much more enjoyable after one has sat down with the
game for a fair bit of time to get used to the new
play style.
|