Godzilla: Unleashed – WII – Preview

 

E3 2007 Preview

Big, destructive gameplay needs to
be deeply interactive. Players shouldn’t merely view an array of polygons and
particle effects, we should be immersed with a dedicated control scheme that
places you into the world you are meant to be living in. Godzilla Unleashed is
one step closer to that level of gaming with Wii-specific controls that are more
than a simple shake.

Commanding any of 23 monsters —
some locked, some not, and two that are completely new to the Godzilla universe
— players get the chance to step into the shoes of a monster whose feet dwarf
the size of a motor vehicle. It’s a game of crush-or-be-crushed as you step into
the city, and a hellacious nightmare for anyone that isn’t the size of a
skyscraper. Speaking of buildings, small structures can be picked up and used as
a weapon. Now when I say "small," don’t confuse that for a house. Small in this
game is a large, multi-level office building. These monsters are so dangerous
that, if you get too close to weaker and/or smaller buildings, they will start
to crumble. It’s the equivalent of a 10-year-old going up against a LEGO
building set — he can intentionally destroy it if he wants to, or just by
charging through it.


Godzilla: Unleashed Wii screenshots

The Wii remote controls are
intriguing but took a little time to get used to. I was expecting one of two
things: either a DBZ-style game, where most of the base action is caused by the
press of the A button, or a game where you constantly shake the remote to
attack, a la Zelda. Unleashed is actually a combination of those gameplay types,
minus the shaking. Wii remote movements need to be deliberate. In other words,
if I want to shake my tail left, I need to swing the remote in that direction
while holding the B button. It can’t be a random action — the controller must
be shook left. To jump you quickly pull the nunchuck upward, and may then
execute a tail attack for the start of a combo. The developers said that they’re
layering the attacks to make for a nice stream of combos.

Standard kicks and punches are
delegated to the B and A buttons, respectively, but you can add value (and
additional animations) to those moves by moving the remote while pressing one of
the buttons. It’s not a mechanic you’ll get on the first try, at least not in
this build. But I began to crave more as soon as the controls started to make
sense, which didn’t take more than five minutes.

Graphically the game is pushing the
polygon power of the Wii, though it’s not clear yet whether or not it will be
able to compete with Dragon Ball Z: Budokai Tenkaichi 3’s impressive effects.
The overall picture quality has not yet been sharpened (some areas looked a
little washed out), but there were still many great things to drool over.
Buildings break and crumble in multiple ways, with falling debris, smoke, and
explosions that add to the beauty. As the world’s most fearsome monsters,
players can shoot fireballs and other projectile attacks. When one of them
misses its target, there’s a good chance it’ll find a building to crash into.
Yay, more destruction!

Up to four players can battle
simultaneously in eight different cities that are being prepared for Godzilla
Unleashed. For those of you going solo, we’re told the story will have a graphic
novel-style presentation.

That’s all we know thus far, but
stay with GameZone as we bring you more on Godzilla Unleashed and other E3 games
in the coming months.

 


For All E3 2007 GZ
Previews