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Question:
What happened to the single player destruction mode?
Simon Strange: We had to re-do the
menu system. Destruction is now a sub-set of melee
mode. Since there is no single-player melee mode,
single-player destruction was cut. The destruction
mini games were better, anyway. I was glad to be able
to respond to fans by including it in the Xbox release
of G:DAMM, but honestly it wasn’t that great
of a feature. I was very willing to drop it in favor
of the sleeker menu system.
Question:
Where did the instant replays go?
Strange: There was no way we could
make these work on PS2. Replays were actually the
most difficult thing in our game the first time around.
Replays mean that the game must remember everything
in the world all the time - a tremendous feat, and
something not possible on the PS2 with its tiny memory
capacity.
Other fighting games can do this because they have
only 2 things in the world - the two characters. We
have thousands of buildings and AI's running at all
times.
Question:
Why is the music volume so low at the default setting?
Strange: Is it? I never noticed.
This just happened - it wasn't an intentional change.
It might be set to surround by default - so with stereo
output you might be getting only half the volume by
default.
Question:
Where are the jets that were supposed to be in the
game?
Strange: They were cut along with
the adventure mode. They were too hard to see in normal
fight cam.
Question:
Where does the menu setting take place? (The command
center base)
Strange: It's onboard the sub sent
to investigate Godzilla at the bottom of the ocean.
Question:
Who are the people in the command center?
Strange: G-force folks. That command
center is onboard their sub.
Question:
Why does MechaGodzilla 2 have different moves from
his movie self? Finger missiles (MechaGodzilla '74
move), mega jump-which is actually a move Kiryu has,
and eyebeams (MechaGodzilla '74, again, although it
was a rainbow colored eyebeam).
Strange: Originally, (G:DAMM) we
had only 1 Mechagodzilla. So I gave him a combined
move set from all three flavors. When we added Kiryu,
Atari wanted to basically leave the original Mecha
alone - so we did. In some cases, like the space jump,
I thought it was more appropriate for a ranged fighter
than a melee-fighter, so Mecha2 got that move.
Question:
Explain collecting G-cells and why when you collect
them, your meter turns to green and when your opponent
gets them, it turns red.
Strange: Originally, collecting
these was the goal of each level. We just threw them
in at the end to flesh out the points system. We turn
them red on enemy collection so you don't spend time
searching for G-cells which have already been collected.
Question:
Why does Mothra have no rage?
Strange: Because she's a monster
of peace! Seriously. I thought it was cool to give
her no rage move. Also, she gets health and energy
back instead. I like making the monsters different,
and this was an easy way to push that agenda.
Question:
Is it possible to aim your beam at Battra and zap
him out of the arena?
Strange: Yes. The feedback on this
isn't very good, but it's totally possible. Holding
the L trigger auto-targets ground AI, and holding
R trigger auto-targets airborne Ai. Monster targeting
overrides this in some cases.
Question:
Why have the green barriers in the arena?
Strange: Because we can only support
so many buildings in a single city. If you have no
limits, we'd have to build the entire world. We could
have closed you in with terrain, but that would have
looked dumb. We actually had Shield Corp. as a major
player in the original storyline - those barriers
are actually powered by Vortaak-tech, provided by
Vorticia in her human guise.
Question:
Why are the "getup moves" unblockable when
you can always roll away?
Strange: Because you can't always
roll away - if you're stuck against the green barrier,
for example - or a cliff. Unblockable getup moves
was our most important balancing feature in G:STE
- it fixed a ton of old balance problems. Again, look
at other fighters – there is no terrain to hold
you back. The presence of an unpredictable, mutable
environment created the need for a bunch of special
design considerations.
Question:
What was the overall mood in pre-production, production,
post production on the game?
Strange: Mood was good initially,
then plummeted once we started to build GTA:Godzilla.
That stunk. We pulled it through in the end though,
which was a relief. Overall, it's been the least satisfying
game I’ve worked on in my 7 years experience.
Question:
What do you mean by GTA: Godzilla?
Strange: I just meant that Godzilla
wanders around, with some goals available, but mostly
he's just exploring the world, destroying stuff. That's
the GTA-model. It really doesn't work well for Godzilla,
because nothing except another monster is any threat
to you, and thus the exploration is boring.
Question:
How did the game sell?
Strange: Too early to tell. G:DAMM
is still selling 10-20 thousand units a month, and
it's more than 2 years old. G:DAMM is well past the
500,000 mark. G:STE sold around 250,000 copies in
the first three months - but some of those are returned
and won't count. It's just too early to tell. My gut
feeling is that both games have made some money for
Atari.
Question:
Is Pipeworks interested in making another Godzilla
game without Atari?
Strange: Speaking for myself, yes.
I really like the system we’ve got going there,
and I’d love another crack at bringing it to
a wider audience.
Question:
(Follow up) Will Pipeworks finally be able to make
the game they always wanted to? Will Pipeworks hold
onto the story if part 3 is made?
Strange: Honestly, there's no such
thing as "the way Pipeworks wants to" -
we all have different ideas. Several of us want to
focus on story and presentation, but others want to
focus on technical or marketing aspects. There are
just too many people involved in a title like this
for me to predict what will happen when/if we make
part three.
Question:
What happened to the color effect in Anguirus' Sonic
Roar?
Strange: It was goofy. The colors
didn't look right from all angles, and were inconsistently
drawn, so I scrapped them. (This photo is the "best"
look for the colors. I'd have kept them if they always
looked this good.) - The colors were Full-charge only.
Question:
What happened to the option to turn the military off?
Strange: We couldn't do it, because
of the larger role played by the AI's in this game.
Turning off military would have meant turning off
traffic & power ups, because they share a framework
in G:STE that they did not in G:DAMM.
Question:
When did work first begin on the game? How long was
it in preproduction to development?
Strange: We started around March
of 2003. Pre-production was 8 months or so. Roughly.
Question:
When did the game get completed?
Strange: June/July of 2004. Our
gold date was August 1st, but we were essentially
done several weeks before then.
Question:
How were the buildings designed destruction wise originally?
Strange: We had a dynamic destruction
system which allowed you to take gouges out of the
buildings. The problem was that creating such buildings
takes significant artist time, and we were uncertain
as to whether or not the system would be in place
in time. We started making buildings the "old"
way, and then it just became too late to re-make all
of the thousands of buildings.
Question:
What other monsters were talked about to be in the
game?
Strange: Titanosaurus and Hedorah
(playable) were the main ones. I think Varan would
be our next choice. We also wanted Mecha 74 and Godzilla
54 in as secret monsters.
Question:
How was Titanosaurus a licensing issue?
Strange: No idea. I heard from Atari
that "Toho says there is a licensing issue, and
we will not be able to use Titanosaurus" - that
was it. I was actually pleased, because that meant
that Megaguirus was a go, and Megaguirus is awesome.
Question:
Why isn't the Golden Gate Bridge destructible and
why are there 2 of them on the San Francisco level?
(By the lighthouse and by the big shiny building)
Strange: Because the Bridge destruction
looked bad with the old destruction system. I couldn't
say why there are two. We needed a second bridge,
and I guess we figured it was better to save our art
resources for other areas. As I recall, you can't
see both of them at the same time, so this falls into
the "picky details" category.
Question:
How long did the online play take to get finished?
Strange: 11 months. This was the
most challenging part of the process.
Question:
In Action mode, why do you always start on Monster
Island?
Strange: Huh. I guess this was changed.
I was looking at my original documentation (I can't
check things easily in the game anymore - we've switched
from Xbox to Xbox2 dev kits) so I suppose we adjusted
this at some point and the doc was not updated. My
mistake.
It was always planned that the initial 6 would start
in Monster Island, and the others would start wherever.
But it's not a big deal, really.
Question:
How many levels were there originally? (Locations
etc)
Strange: Our original contract was
for 14 levels. We scaled it back to 10, and then dropped
the adventure mode completely. Originally, all levels
were to be an interconnected section of Japan.
Question:
What other military vehicles were planned/taken out?
Strange: I'd rather not say. Our
original story had a strong vehicle-enemy component
that we might still use.
Question:
At what stage in development did the story mode get
cut?
Way too late. We officially cut it about 3 months
before we shipped the game.
Question:
How far along in development was Biollante when she
got cut?
Strange: She was complete. I believe
she was cut for political reasons, probably stemming
from the bad blood that developed between Pipeworks
and Atari.
Question:
In August, Atari showed the game at a game conference
in Mexico. Different character select icons were shown
and Biollante was listed on the splash screen. What
version of the game was this?
Strange: No idea. We create builds
every few weeks - any one of them might have been
shown. Our final character select icons came in rather
late - we used captured images from movies for most
of the project.
Question:
If the game was gold in July of 04 with the story
mode cut, why did Atari continue to tout the story
and the online token system?
Strange: Atari is a large company.
It's very difficult to communicate everything to everyone
who might want to know. Frankly, it was probably a
choice between touting the now-cut features, or not
giving any press at all.
Question:
Why does Battra make no sound?
Strange: Toho never gave us a good
sound for Battra. We should have pressed on this,
but we were scrambling at the end of the project,
and this got dropped.
Question:
How long did it take to design the buildings?
Strange: We were pros at this by
the time GZ2 came around. We whipped these out by
the bushel. There was essentially no design time,
all production.
Question:
What's GZ2?
Strange: Godzilla 2 - GZ2 was our
in-house shorthand for the project that became Godzilla:
Save the Earth.
Question:
In your opinion, how much longer in development time
do you think the game would have needed to have been
complete?
Strange: With the original story
mode? At least another year. The time we had was sufficient
for what we eventually produced. Had we known at the
outset where we were going, things would have been
a breeze.
Question:
How long did it take you to come up with moves for
each monster?
Strange: Initial design was 2-3
days per monster. Generally 80% of those were kept;
the others were iterated on over the course of several
months. We tweaked animations every single day.
Question:
What monster was the hardest to design?
Strange: MOGUERA's design changed
dramatically, I'd say it was the biggest headache.
Mothra, which we all dreaded, actually came together
pretty readily.
Question:
What movies did you use as specific reference points?
Strange: For me, MechaGodzilla 2
is the best example of a G:DAMM fight. GMK's fight
with Baragon is a close second. I also liked the SGZ,
MOGUREA, GZ fight at the end of Space Godzilla. I
watched all of the Godzilla movies (even the original
Baragon/Frankenstein movie) when preparing.
Question:
If the story mode had been kept intact, how would
it have been different when using a monster other
than Godzilla?
Strange: We had three versions of
this:
1 - you select a monster at some points, and are
forced to use a particular monster at other points.
2 - you follow the girl reporter, and she watches
various monsters, which you control.
3 - inter-woven stories for all monsters (each monster
has their own stories, which maybe 60% overlap)
Question:
Who’s is the girl reporter?
Strange: She was "you"
in the story mode at one point. She wasn't developed
fully.
Question:
Why are there not many famous landmarks in the game
such as Tokyo Tower etc?
Strange: Each of these had to be
cleared by Atari guys. Should they have put more effort
in? Maybe. I wasn't involved in this at all.
Question:
Were finishing moves considered for the game?
Strange: Mortal Kombat style? Never.
I don't care for that type of gameplay. Also, Mortal
Kombat can get away with that because they have a
2D game, with no environment to speak of. Our game
is unpredictable, and so long canned sequences are
spotty. Look at our special throws - we're already
pushing the limits of what we can expect to work consistently
there. Have you tried grabbing Mothra with a burrowed
Megalon? It's not pretty.
Question:
Are there differences between the US version of this
game and the Japanese version?
Strange: Yes. There are a few tweaks.
Most notably, I fixed a horrible exploit which was
possible with G90s. No, I won't tell you what it was.
I saw one guy online who had figured it out, and it
was horrible. There were a few other minor tweaks.
I believe Baragon's weapon does 20% more damage, but
I can't be sure.
Question:
The manual says that there are moves that are not
printed in the move lists. Could you give an example?
Strange: Each monster has at least
these moves: (except Mothra Larva)
3 jump attacks
4 A finishers
4 B finishers
4 X finishers
1 Rear attack
Most monsters do not list their stomp, for example.
I tried to list only those moves which were representative
of the monster's feel.
Question:
Why is there only the Godzilla theme in the game during
the end credits and why not more music from the movies?
Strange: Those cost money to license.
Also, Toho does not own the rights to and Godzilla
music - the individual artists own it. So it's hard
to broker a deal. It just wasn't cost-viable for Atari.
Question:
Why can't certain monsters like Destoroyah and Jet
Jaguar fly like the did in the movies?
Strange: That was my decision. I
wanted Rodan and Mothra to fly. I didn't want anyone
else to do so. Megalon + Gigan I just grounded because
they already have movement options. I gave Mecha2
his flight from his movie (he hovers just like that
at one point) and I gave it to Mecha3, even though
he flies even less.
Question:
The Godzilla/Moguera railer levels look very different
from the rest of the game. How long did they each
take to complete?
Strange: Months. Months poorly spent,
in my opinion. We put about 6-7 months total into
those two levels. I personally had very little to
do with them.
Question:
In Action Mode, why do some levels repeat (playing
in Boston for example happens around 3 times in Action
Mode)?
Strange: I selected the stages based
upon what I thought would be fun. Some monsters like
open areas, so they get them early (when it's supposed
to be easier) and get the cluttered level later. Some
monsters are the other way around. As you already
pointed out, my design was changed somewhat so that
Monster Island is always first. That's a pity.
Question:
Were there any monsters/characters that the team wanted
to put into the game but were nixed and who was the
favorite?
Strange: Hedorah is the only one
we gave serious consideration to which didn't make
it in. We had also considered Titanosaurus briefly,
but we were told quickly that he was unavailable.
Question:
Why does Godzilla have no special move?
Strange: There were 2 reasons:
1 - to drive home the fact that Godzilla is "vanilla"
2 - because he had a special move which was action-mode
only.
Question:
How did the upgrade tokens work?
Strange:
Level 1 - 0 tokens
Level 2 - 5 tokens, max of tier 2
Level 3 - 8 tokens, max of tier 3
Level 4 - 11 tokens, max of tier 4
Each monster had a 5x4 grid, with "tiers"
along the vertical and "categories" along
the horizontal. You placed tokens into the grid according
to the table above. Each tier 1 ability improved some
stat by about 10%. Tier 2 gave a new ability related
to that stat (roar to heal 5% of your life, for example),
Tier 3 gave a 60% bonus to the stat. Tier 4 gave a
very strong new ability. (Roar to enter rage mode.)
There were 11 categories, each monster had 5 of
those available for upgrading. Godzilla, for example,
could upgrade his health. Jet Jaguar couldn't upgrade
his health, but could upgrade his resistance to blunt
strikes.
Players used points to buy each level of monster.
Once a "Level 2" Godzilla has been paid
for, you can order the tokens as you wish. A small
fee was charged (game currency) for each additional
version of "Level 2" Godzilla. You could
store up to 3 versions.
When selecting monsters, you could toggle through
the 10 possible versions with the L and R triggers.
Upgraded monsters are used only in vs. and melee
games. Mismatch games are allowed. But players are
warned.
The point of the system is that maybe you think
dealing 400% damage with Godzilla's weapons and having
150% health is better than having 200% health and
dealing 175% damage with all edged attacks, plus doubled
energy regeneration. You can see the balancing difficulties
here. I was confident that the system was not overly
broken, but I’m sure some imbalance would have
come to light with a wider release.
We had the system completed, but there were fears
that we couldn't balance it at all before we shipped.
Again, there were political things going on between
Pipeworks and Atari of which I was not fully aware.
Question:
How do you feel about the outcome of the game?
Strange: It wasn't the feel-good
project G:DAMM was. I think the monster fighting came
out really well, and I'm pleased with the system.
I wish more people understood the depth of the system,
but due to all the other problems with the game, I'm
afraid nobody will give it a fair shake.
Question:
Is there anything you would change?
Strange: Well, I thought Biollante
was pretty cool :)
The scoring system is very lame. I was also very
unsatisfied with the challenges. I basically had nothing
to do with them, because I became disenchanted with
them early on.
Question:
Why is there no online play for the UK version?
Strange: Because online play is
very complicated, and supporting multiple languages
for the interface screen was a nightmare. It would
have taken another month or two to work this out.
Think about it like this: 2-4 machines need to be
running the game, making the same choices at the same
time for the games to remain in sync. If one is set
to German and the other to Italian, some small number
of things are different. (Different length sound clips,
for example.) This starts the Chaos effect where after
only a few seconds, the games lose sync.
Resolving this requires a fundamental architecture
adjustment that we did not have time to implement.
If we had considered the problem from the outset we
might have done better there.
Question:
What are the difference between the US, Japanese,
and UK versions?
Strange: US version was first. I
believe Japanese and UK versions are basically the
same. MOGUERA's moves were tweaked slightly for Japan,
and an exploit in G90's combos was fixed. I believe
Baragon's flame had its damage tweaked as well.
Question:
A couple of DAMM questions for you: When did the Playstation
2 version of G: DAMM get released and what's the story
behind it?
Strange: A PS2 version was planned,
but never completed.
Question:
There's a rumor that a code for Baragon was found
by someone who hacked into DAMM. Was he like Biollante?
Created then scrapped?
Strange: Baragon was planned for
the PS2 version of DAMM. Mecha3 was the new character
for the XBOX, and Baragon was the new character for
the PS2. (Everyone demands that they have exclusive
content.) Baragon was only ever about 70% done before
the PS2 version was dropped. We came back to him a
year later to finish him for G:STE. I’m certain
that a few files on the G:DAMM disc still included
Baragon, for example his weapon effect was probably
there.
Question:
How many cutscenes were removed?
Strange: We originally had plans
for ~30 NI sequences (Non-interactive sequences) of
which the majority would have been in-game. So maybe
7 or 8 CGI sequences. That was the "original"
plan, and even if we had gone forward with it, it
almost certainly would have changed. No cutscenes
were created other than the 2 we have in the game.
Question:
What happened to Titanosaurus and Biollante?
Strange: Titanosaurus was a licensing
issue. Biollante was cut for other reasons. _Exactly_
what those reasons were, it is hard to say. Biollante
was working on my end, but she was perceived as being
"behind schedule" - so cutting her may have
been a political move. Or a mistake. Or both. We never
had her final design cleared with Toho, so about 2
months before we released the gold master it was already
too late to get her in. I suspect that we didn't push
hard enough to get her approved, because some people
thought she would be cut - thus they created the situation
they expected.
I don't have all the answers here. Obviously I really
wanted her in the game.
Question:
What other monsters were considered?
Strange: Hedorah and Battra were
the other big contenders. We also thought about giving
Mecha2 his back pack.
Question:
Why was the PS2 version released first and the Xbox
version later?
Strange: That was simply a function
of when manufacturing dates were available. We were
hoping for a simultaneous release. Because of the
delay, there is one small change between the PS2 and
Xbox versions (on the monster side). I won't say what
it is, because it involves an exploit.
Question:
What was the story of STE?
Strange: It changed. Originally
we were going to have aliens infiltrate human society,
and trick humans into extracting Godzilla DNA. The
first few missions would be vs. human military. Then
the aliens would reveal themselves, and you'd start
fighting more alien attackers. Vorticia was originally
the nemesis of the human protagonist (name undecided)
-- a Japanese scientist who originally assists in
stealing Godzilla's DNA, but rebels and leads the
human revolution when the alien deception was revealed.
Question:
What happened to all the cut scenes etc? Were they
archived somewhere or?
Strange: They were never made. Those
were contracted to another studio through Atari.
Question:
Do you have a "full" version of STE with
Biollante/cut scenes?
Strange: My Xbox dev kit has a version
of STE with Biollante enabled. Actually, Biollante
is in the shipping version, you just can't access
her because we disabled the cheat. Originally, if
you held a certain button while selecting G2k, and
all monsters were unlocked, you would play as Biollante.
I've actually played all the way through hard action
mode with Biollante. She was awesome. Not that I'm
bitter.
Question:
What happened with the buildings? In early reports,
they were to be a little more destructible and you'd
be able to see the actual insides of them when they
were hit.
Strange: We did have a more robust
building destruction system, but we ran out of time
to make all-new buildings for it. Just one of many
scheduling lapses. All our art time went into building
single-player maps that we never used.
Question:
How long was the game in production for?
Strange: 2 years, roughly. Probably
only a year of "full production"
Question:
How involved was Toho?
Strange: Moderately. We'd send them
stuff for review, and they'd get back to us. They
certainly weren't initiating any contact. We were
contractually obligated to run everything past them,
and we did.
Question:
How many characters were there in the human plot?
Strange: 3 mains - the hero was
a female Japanese scientist. Her father, a general,
figured prominently as well. Then there was Vorticia.
She turned out to be non-human, but she appeared human
for the first part of the story.
Question:
How many game modes were cut from the game?
Strange: Just 1 - Adventure Mode.
This was the single-player game.
Question:
Who was Moguera piloted by?
Strange: Our hero was flying MOGUERA
in the space - shooter level. MOGUERA was flown by
a generic pilot at other times during the story.
Question:
Was there a Rodan railer level?
Strange: We did originally plan
for one, but it was cut before we ever even did preliminary
work on it. Basically, after we finished one, we wanted
to cut back on that type of work, because the Adventure
mode was ballooning, and we were afraid of it. (Rightly
so)
Question:
What is up with the Jet Jaguar concept art with the
"amusement park"?
Strange: That was one of the levels.
JJ was part of a machine in the center. You fought
Destoroyah there, and the secret was to "activate"
JJ to get help vs. Destoroyah.
Question:
In the concept art section, there's a drawing of 3
Godzilla's fighting against some alien aircraft. What's
the story behind that?
Strange: That was part of the secret
alien invasion. It's just one Godzilla with 3 poses
(its concept art, not to be taken literally. Think
time-lapse shot of 3 cool things you could do while
fighting.)
Question:
Where does the Vortaak sub level come into play?
Strange: That was an early level.
It's actually a human sub. We called it the Hammerhead.
Godzilla begins asleep at the bottom of the sea. A
remote sub (from the intro) gets close to extract
G-cells. Doing so wakes Godzilla, and the G-cells
are put onto three hovercraft. Godzilla chases and
attempts to destroy all three hovercrafts. (The first
level.) Then our hero - working for G-force, fight
Godzilla back from a helicopter. She distracts Godzilla
long enough for some G-cells to be loaded onto the
Hammerhead sub. (First boss battle, with you actually
fighting Godzilla.)
Godzilla dives to follow the sub. That's the third
level.
Question:
Where in the game did the challenge levels come in
story wise (Transamerica building UFO attack, destroying
Osaka etc)?
Strange: Nowhere. Challenges were
always designed as small stand-alone things. For the
record, I'm not fond of the challenges we selected.
I wanted more Soul-Calibur style challenges - just
fights, but with some rules twist.
Question:
In the concept art, there's a shot of a lighthouse
shining a light on Godzilla. What's the story behind
that?
Strange: I believe that was part
of the storyboards for the original intro movie. I'm
not too sure on that one. I'm not recalling the picture.
Question:
Why were there downloadable content/custom soundtracks
in the first game and not in this one?
Strange: The PS2 does not support
those features. Implementing them would have meant
splitting off our builds earlier, which was not something
we considered during the last month of the project.
Things had already fallen apart pretty well at that
point. Similarly, being able to select your monster
to play a challenge fell out at this point. I was
rather sorry to see that go, but our challenges were
so lame anyway that I didn't put up a fuss.
Question:
Why are there not separate power ups for Super-X 3
and Battra and why is it the Atari symbol?
Strange: We used the Atari logo
as the unlock power up in the last game, and I liked
the way it looked. Atari has a cool glyph. When it
was decided that we had to support both SX3 and Battra,
we needed a generic power up, and I wanted to go with
the Atari symbol. We had to support both air strikes
because of a strange slip-up. We submitted that Battra
would replace Mothra as the air strike, which was
approved. But then the SX3 came up as a feature we'd
dropped in the first game, and we agreed to put it
back in. In our heads, that meant replacing Battra,
but Atari wanted both. Voila!
Question:
What happened to the ice level that's shown in the
concept art section?
Strange: Part of the alien invasion
plan (they had three plans that you would foil one
by one) was a giant laser to melt the polar ice. Godzilla
and 2 buddies (Rodan and Anguirus?) would travel to
the north pole to prevent this plan. There they would
fight a super-powered Ghidorah. To defeat him, you
had to get him into the laser beam when it was firing.
I was particularly fond of that bit.
Question:
What brought about the change in look between the
first game and STE? DAMM had more of a realistic look
while STE has more of a cartoonish look
Strange: This was mainly due to
the additional modeling work done in the face of Godzilla,
especially. We had originally hoped to have facial
animations, but we cut that early on. We kept the
better face stuff, but it drew attention in, perhaps,
an unwanted way to the face. G:DAMM's faces were more
understated, which helped to create a better sense
of realism.
The areas where we lost visual shine were primarily
due to having to make the engine work on PS2. That
was painful.
Question:
Why couldn't the Xbox version of the game be different
from the PS2 version in the area of downloadable content
and custom soundtracks?
Strange: Sony simply does not allow
"inferior" versions of games on their console.
Neither does Microsoft. (Of course, if you're a guaranteed
hit, they'll make exceptions.) We could not do simultaneous
release to two platforms with different features.
Question:
How was the game received in Japan?
Strange: I don't know. I know that
overall sales are not too bad - about on par with
G:DAMM. I believe our Japanese sales are much higher.
But I might be wrong.
Question:
What happened to being able to punch while you were
crouching?
Strange: I took it out. I didn't
like it. It was useful only in degenerate cases.
Question:
Why was there such little promotion to the game?
Strange: That's Atari's call. It's
all about how much money they have to spend. Be thankful
you don't have to worry about problems like that.
Question:
Is there anything you felt needed improving as far
as environments/monsters/moves/AI that wasn't able
to be finished?
Strange: Well, the stiff-when being
held thing was a very bad call on my part. I changed
it at the last minute that you only would struggle
when mashing buttons. I thought it would encourage
people to mash - instead it just made being held look
bad.
Question:
How come there's only 15 battles in survival mode
(at the end of the 15th battle), you get a message
saying "Survival Mode Completed!"
Strange: People really wanted to
"complete" survival mode, as opposed to
making it never-ending. If you completed it on Hard,
I am very impressed.
Question:
Why do you start with Mothra in moth form in survival
mode?
Strange: Survival mode is a test
of our monster-streaming ability. We're constantly
loading in the next monster, so that you don't have
to exit the game between rounds. Mothra's transformation
also uses streaming, and we can't stream two monsters
at once. So Mothra could only be in one mode - I selected
Moth mode.
Question:
What improvements/adjustments/things would you add/remove
in the game?
Strange: I'll take the 5th.
Question:
What would have been the cheat to activate Biollante?
Strange: Hold L trigger while selecting
Godzilla. It’s the same feature that allows
you to see either Adult or Larval Mothra’s stats
in Action Mode select.
Question:
Would it have been possible to access her via a pro
action replay code?
Strange: No.
Question:
I'd have to modify my Xbox to even get to Biollante
wouldn't I? I had heard a story of a guy who had a
modded Xbox and saw a 3d rendering of her.
Strange: You cannot get to her.
The data is there, yes. But she is not accessible,
even if you mod your Xbox.
Question:
There's only 1 end movie in the game and it's in hard
mode and only available if you beat the game with
Godzilla 2000. Where was the battle supposed to take
place (since it differs from where the actual battle
takes place)? Did each monster have its own individual
ending and if you could say, what were they?
Strange: There was only ever one
ending movie - when it got time to write the movies,
we'd already gone down to just 1 playable action character.
That battle was supposed to take place in the crater
of Mt. Fuji
Question:
What were the events that led up to that battle?
Strange: You had to climb Mt. Fuji,
with almost every monster in the game fighting you
on the way up (2-3 at a time, naturally.) You see,
Space Godzilla was an ally of the Vortaak, and was
working the mind-control rays for them.
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