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| Details |
Publisher: Atari |
Number
of Players: 4 |
Developer: Pipeworks |
System: Wii |
Release:December
5th, 2007 (US) |
Screen
Resolution: 480p (16:9 widescreen) |
|
|
| Controls |
| A Button: Punch (swing Wii
Remote in a direction for additional attacks) |
| B Button: Kick (swing Wii Remote in a
direction for additional attacks) |
| A + B Buttons: Fierce Attack (swing Wii
Remote in a direction for additional attacks) |
| C Button: Hold to release projectile or
charge if energy is depleted |
| C + Z Buttons: Hold to charge energy,
even if not depleted |
| Z Button: Block, swing Wii Remote to Parry |
| Z Button + Shake Nunchuk: Rush |
| Shake Nunchuk: Jump |
| Shake Nunchuk while moving: Leap |
| Shake Wii Remote and Nunchuk: Grab |
| 1 Button: Activate Power Surge, press
again when surge is about to diminish to release
a shockwave |
| 2 Button: Taunt |
|
|
| Game Dynamics |
| Health Cells: Characters
start out with four through six health cells, each
of which represents a full bar of health. After depleting
the bar, someone will have to perform an attack capable
of knocking someone down
in order to remove one of the health cells.
Regeneration: A character's health bar will
slowly regenerate overtime during a match. There
are moments, though, when it will stop regenerating.
These instances include: when a player is using C
to charge their energy, while their beam is locked
with another monster's, burrowing, in the middle
of a grapple attack or while they are knocked on
the ground.
Energy Cells: All players have four energy
cells, and will start with two of them at the beginning
of each match or after respawning. If a monster begins
to fire its beam, regardless of how long they keep
up the blast, it will deplete at least one energy
cell. Unlike previous games, energy no longer refills
automatically over time.
Locking Beams: When two monsters have their
beams lock, they will have to bounce the charge back
and forth in order to avoid being struck by a residual
blast. This is done by shacking the Wii Remote like
a racket to volley the "surge" until it
ends up striking one of the players and exploding.
It should be noted that if the beams lock too close
to each other then they will immediately detonate
and injure both monsters.
Rush: When a character
rushes, it greatly increases its movement. This also
has the side effect of being able to knock down smaller
buildings, which will fly up and have a chance to
smack nearby monsters, and to destroy Health or Energy
crystals that might be in the path. If the rushing
character should collide with another, it will damage
them slightly, although can't remove a health cell. |
|
| Critical Mass |
After
damaging or destroying enough crystals to fill up the
meter, the monster will go into Critical Mass mode.
This will cause the monster's body to be bathed in
flames before they increase in size and a charcoal
red design covers their exterior. While in this mode,
the monster's damage and knock back abilities will
be increased, although at the cost of reduced defenses.
While in Critical Mass, the meter will slowly deplete,
although will also fill back up again with successive
hits. When the meter is empty, the monster will return
to its normal state. Being frozen also will end Critical
Mass mode. When a monster ends its Critical Mass cycle
it will lose a health cell, unless it was frozen.
It should be mentioned that all crystals help to
build Critical Mass, including the "normal"
teal ones, the health/energy crystals and the ones
SpaceGodzilla can erect in the ground. |
|
| Power Surges |
| The game
features a total of seven power surges, and their collection
directly impacts the outcome of story mode. Beyond
allegiances, the surges also feature unique abilities
from each other and also change the outer appearance
of the character. When collected, surges can be activated
by pressing the "1" button once per a match
for a particular surge.
The "1" button can be pressed again, before the surge
gives out, to end its effect and release its particular
"shock" attack. These "shocks" differ depending on
the surge used, but most result in a devastating shockwave.
Below are their exact effects.
Fire Surge
Effect: Gives character
a orange glow and increases physical damage.
Shock: The character releases a powerful red
beam from their mouth, or other orifice in the case
of some like Moguera. The beam can remove health
cells, but can also lock with other beams.
Electrical Surge
Effect: Gives character a yellow glow, with
bolts around them, and increases beam damage. Energy
regeneration also speeds up dramatically.
Shock: The character releases a shockwave
that deals minor damage and stuns opponents.
Speed Surge
Effect: A circular line appears, and pulsates,
around the character, allowing them to move and attack
faster. While under the influence of this surge,
the monster's ability to jump is also increased.
Shock: The character releases a shockwave
that greatly slows down enemies within range for
a short duration.
Crystal
Surge
Effect: Gives character a purple glow
and reduces all damage by 85%. Also increases
rate that the critical mass meter builds.
Shock: The character releases a shockwave
that deals a huge amount of damage.
Radiation Surge
Effect: Gives character a green glow and
increases the rate of regeneration of both health
and energy. Nearby monsters also have their regeneration
capabilities impaired.
Shock: The character releases a shockwave
that deals a huge amount of damage.
Shield Surge
Effect: Encases the character in a metal coating
that reduced physical damage but also slows the monster.
The character is also protected from all damage from
grapple moves.
Shock: The character releases a shockwave
that deals a huge amount of damage.
Darkness Surge
Effect: The character is surrounded by a dark
cloud that blocks all ranged weapons, include the
military's efforts.
Shock: The character releases a shockwave
that deals a huge amount of damage. |
|
| Story Mode |
The "campaign"
mode in the game allows players to team up with allies,
or go it alone, as they wade through the worldwide
destruction occurring from the emergence of the crystals.
There are four factions in the game, each with underlining
goals that will impact how they perceive the player's
character, either as an ally or adversary. This is
represented in game by a % meter, which shows the player's
current standings with the other groups. The player
starts with 85% in their own faction if playing as
the Aliens or Global Defense Force, 70% if playing
as a Earth Defender and finally 50% if playing as
a Mutant.
Naturally, attacking someone from a faction will drop
the player's affiliation with them, either by -9 or
-19. If the monster is defeated, the meter will drop
by at least -9, but the exact amount varies dependent
on how far in the game the player has progressed.
The exception to this is monsters under the influence
of a Power Surge, which won't effect the affiliation
with that particular group. Transversely, leaving a
monster alive and completing a level will add +10 to
the player's affiliation with that group. On top of
this, there are more specific conditions that will
impact allegiances with other factions, which are listed
below:
| |
Earth
Defenders |
Global
Defense Force |
Aliens |
Mutants |
| Destroying Normal
Crystals: |
+
2/3 |
- |
-
2/3 |
- |
| Destroying Human
Structures: |
- |
-
2/3 |
- |
+
2/3 |
| Destroying Alien
Structures: |
- |
- |
-
2/3 |
+
2/3 |
| Destroying
Human Vehicles: |
- |
-
2/3 |
+
2/3 |
- |
| Destroying Alien
Vehicles: |
- |
+
2/3 |
-
2/3 |
- |
| Entering Critical
Mass: |
-
5 |
- |
- |
+
5 |
| Releasing
a kaiju on Monster Island: |
+
10 |
- |
- |
- |
| Defeating
Vortaak Mothership: |
- |
- |
-
90 |
- |
| Defeating Atoragon: |
- |
-
10 |
- |
- |
| Minimal
Structure Damage (stage end): |
- |
+
14/15 |
- |
-
14/15 |
| Freeing a Monster
from a Power Surge: |
+
14/15 |
- |
-
14/15 |
- |
| Collecting
a Power Surge: |
-
14/15 |
- |
+
14/15 |
- |
| Collecting
All Power Surges: |
-
100 |
-
100 |
-
100 |
-
100 |
|
|
|
 |
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