Rogue Play

Chris Mirjahangir: I'm talking today with Rogue Play today, makers of Godzilla: Smash3. The title is a mobile game that will be available on iOS devices and Android. It's set to be released in May alongside Godzilla (2014). As a bonus, they have also shared some exlusive, high resolution images from a development build of the game.

Now without further ado, I would like to ask my first question - How did the game come about? Who reached out to whom?

Rogue Play: We were looking for a property that was timeless and had a strong fan base, and most importantly, a property we believed we could make into great game for that fan base. The team at Rogue had always been big fans of Godzilla. We loved all the movies. Fortunately we also knew the licensing folks over at Warner Bros., so we engaged them as soon as we heard about the Godzilla rebirth. We also had an ace in our pocket by choosing our sister company, Pipeworks Software, as the developer. Pipeworks had developed several other successful Godzilla games in the past so they were very familiar with Godzilla and very passionate about making the game. They also had experience creating rampage-style games so they knew the vibe we were shooting for. It was a perfect fit both in terms of the property and the developer.

Mirjahangir: How did the puzzle/RPG aspects come about?

Rogue Play: Our biggest goal with Godzilla – Smash3 was to put the destructive force of Godzilla into players' hands in a way that felt great on mobile devices.

The puzzle mechanics give players a precise and predictable way to control Godzilla, one that's intuitive on touch devices but offers enough tactical depth to keep gameplay fresh after many hours. It also gives players a better chance to revel in seeing Godzilla's actions on screen, which we've made as close to the film as possible.

The depth and decision-making of this system is a natural fit for RPG-style mechanics, so players will be able to grow in power and upgrade Godzilla to match a particular play-style. We can't wait to see how players choose to approach some of the tougher challenges in the game.

Mirjahangir: How closely did Rogue Play work with Legendary/Warner Bros on the game?

Rogue Play: Warner Bros. and Legendary were directly involved with Godzilla - Smash3 from day one. They've given us special access to many aspects of the film, and they've been hands-on in helping the game match the look and feel of this cinematic rebirth. We're proud to say many of the sights and sounds of Godzilla – Smash3 come directly from the new movie.

Fans can look forward to an authentic representation of Godzilla. It's been awesome to see the response just to what we've released so far.

Mirjahangir: Was Toho Studios involved in the game in any way?

Rogue Play: We've worked with Toho to make sure the game matches their vision of Godzilla and offers a good experience for their fans.

Mirjahangir: Toho Kingdom has a long and great history with Pipeworks Software, makers of games like Godzilla: Destroy All Monsters Melee and Godzilla: Unleashed. What was their role in the game?

Rogue Play: Pipeworks is a close partner of Rogue Play and crafted the vision of Godzilla – Smash3 alongside us. Pipeworks is responsible for the hands-on development of the game, backed by our publishing support and expertise in mobile games. Their legacy with previous Godzilla games shows strongly.

Mirjahangir: Will the game be free or free to play?

Rogue Play: Godzilla – Smash3 will be free to download and never requires payment to play. No content forces players to play, and the game is built first and foremost with the player's experience in mind.

Players can choose to purchase special boosts and other bonuses to change up gameplay or gain an edge, but they'll never be required to. We set out with a clear vision that even if players prefer not to pay, they will be able to experience everything the game has to offer.

Mirjahangir: How long will one play through take the average player?

Rogue Play: Godzilla – Smash3 is designed for both short bursts and long sessions of gameplay, and each player will have a different experience in how they move through the game. A total of 80 levels will be available at launch, each with unique objectives and reasons to re-visit them. We'd estimate that mastering them all will take players several weeks to several months, depending on how they choose to play. We're hoping to add more content and make Godzilla – Smash3 a continually fresh experience for our players.

Mirjahangir: Do the enemy monsters or even other Toho monsters make an appearance in the game?

Rogue Play: Godzilla will face the same challenges in Godzilla – Smash3 as in the film, but we can't say more than that. We're excited to see what our fans think, so stay tuned as we reveal more.

Mirjahangir: Godzilla games have historically been on consoles. Why the jump to mobile?

Rogue Play: Godzilla – Smash3 is intended for all types of Godzilla fans. In moving to mobile, we hope to open the experience to more people. We love the Godzilla games on console, and are working with their developer Pipeworks to channel the same sort of destructive action and deep gameplay those fans expect. On the other end of the spectrum, we think Godzilla – Smash3 offers a great chance for non-gaming Godzilla fans to step into gaming with an accessible experience that matches the film.

Mirjahangir: Will any of the music from the film be in the game?

Rogue Play: Godzilla – Smash3 features an original score that we feel complements the game experience.



An upstart mobile company, Rogue Play has produced two smartphone games that include Scorched and Godzilla: Smash3. Their partners include Pipeworks and Sumo Digital.

Date: 04/02/2014
Interviewer: Chris Mirjahangir


Back to interviews