THE SHORT VERSION
Godzilla is not the game I expected, nor was it the game I was hoping for. Other reviewers have already savaged it to kingdom come, but I don't feel as strongly as they do. It was definitely flawed, but in an endearing way, like a paperback novel scribed by a crayon-wielding Kindergartener. There have been worse attempts at monster-destruction simulators, and there have been better. Whether you'll want to play it or not depends heavily on that dichotomy I mentioned, which I'll endeavour to explain below.
You are Godzilla. You smash things. The end.
Did you really come to Godzilla for a great story, a well-thought-out and compelling narrative with
Part of what makes Godzilla endearing is its almost complete disregard for something resembling a story. Oh, there is one, it's just presented the same way the stories of Just Cause 2 or Angry Birds are: on the margins, there if you want them, able to disregarded without ruining the experience.
You are Godzilla, and, depending on which gameplay mode you choose, you're either striving to do as much damage to a human city as possible or you're trying to defeat six other giant monsters to become King of the Kaiju. That's really as far as it goes, and as I said you can ignore the narration from human characters and feeble attempts at dramatic dialogue to instead concentrate on beating your previous "Buildings Toppled" record.
What more could you ask for?
Well, for starters, you could ask for some slightly smoother controls.
While the tutorial at the start of the game does a good job of outlining how to play, I still feel like the control scheme doesn't quite work. All but one of your buttons are melee attacks, and the one that isn't is a ranged attack (GODZILLA LASER BEAMS, HELL YES). Given that your large-limbed lizard player character moves only at a speed slightly faster than a golf cart, this means you'll spend a lot of your time either plodding towards something or smacking it with the button-mashing instincts of a Tekken player. This isn't so much a problem in the city-destroying mode, since the human forces attacking you have the threatening qualities of a one-winged butterfly, but in King of Kaiju mode it makes it hard when you're facing enemies who can move out of claw-smacking range and deliver nothing but laser beams spams towards you at long range.
That mode in particular has problems, which may have been because the only monsters I had unlocked were variations on Godzilla. The kaiju encounters are randomised, meaning you could be facing the doormat-like MechaGodzilla, who goes down in a few hits, then move onto a flying moth-butterfly-laser-beam-thing who take you down with a few well-placed attacks. Maybe the playing field becomes more leveled after unlocking more monsters to play as, but as it stands it's a very difficult mode to get into from the beginning.
Godzilla's main problem is that it feels like a very insubstantial game. My glib summary of the story at the top of this review is largely it: you're Godzilla and you smash things. Every button you press is designed to smash things, like you're a slightly bigger version of 'Splosion Man. The goal for pretty much every mode is to smash things. That's really all there is to it.
But y'know, all of the above is endearing. It's a goofy game that wants to be taken seriously; you're playing as Godzilla smashing buildings and battleships, battling giant monsters for control of the world. How could you not experience the game with a complete lack of seriousness?
The problem really is its release format. As a nice little $15 downloadable title, it'd be a fun diversion. As a $69 full-priced Triple-A release, it doesn't cut the mustard.
I want to give immediate props to the opening tutorial level, done in greyscale as a direct homage to the old-school Japanese Godzilla films where your objective is to stride through a city and destroy a radio tower. It was fun and pretty cool to play through what is essentially a scene from one of those old schlock-festivals, so if nothing else that was a highlight.
The graphics for the rest of the game are a little basic. As I mentioned above, this feels very much like a PS2-era game with fairly simple graphics and battle animations. Godzilla certainly doesn't get its mileage out of the PS4's advanced graphics capabilities, and does look somewhat dated despite the fact it's a recent release.
Godzilla himself, as well as the other monsters, are quite nicely done, and resemble their selves from the Japanese films well. There is a certain coolness to the rapidly-destroyed battlegrounds you fight them on, with flames rising from destroyed oil tanks adding some good background detail to your climactic Clash of the Kaiju.
SOUND AND VOICE ACTING
The sounds and music are taken almost verbatim from the old movies, including Godzilla's iconic onomatopoeia roar. They do a good job at adding to the atmosphere, and it really does feel like you're recreating aspects of the films.
Godzilla is, objectively, not a very good game. Its graphics look dated, its gameplay is monotonous, the story doesn't quite work and it feels like it should've been released at a much lower price point. As I said, other critics have mauled the game beyond all recognition for how slighted they feel at its poor quality.
But really, I didn't mind it. It's definitely a time-killer that's fun for a good half hour rather than a prolonged weekend stint, and there is definitely some fun to be had in smashing up buildings as the world's most famous killer reptile. It is admirably disappointing; it could have been better regarded for the things it does right if it weren't overshadowed by the things it does wrong.
Do I recommend it? Possibly. Maybe wait for the bargain bin on this one.
Read More Tuesday, July 28, 2015
Read More Thursday, July 23, 2015
This is all before we watch a press screening of Ant-Man. Following that we have a post viewing review of the film. So yeah it's going to be a fAntastic episode!*
Also apologies in advance some bad language was used in excitement during this episode.
As always it would make our day if you could take a couple of minutes to rate and reviews us on iTunes or drop us some feedback below! Really keen to have your input in the show.
This week's discussion topic: Trailers from San Diego Comic-Con and Post Ant-Man review (No Spoilers)
Get it from Podomatic here
Get it from Itunes here
Watch: Magic Mike XXL & Love and Mercy
Billy (@aqualec, email@example.com)
Read: Secret Wars
Play: Destiny (X-Box One)
Watch: Orange Is The New Black Season 3
Play: Destiny (X-Box One)
Watch: Orange Is The New Black Season 3
*(I can hear you all groaning at that pun)
Read More Thursday, July 16, 2015
Read More Wednesday, July 15, 2015
In 2010, Gareth Edwards (Godzilla, Star Wars: Rogue One) delivered Monsters, the micro-budget Sci-Fi film punching well above its weight. With a few clever tricks and evocative locations, the film superbly hinted at an environment much vaster than that portrayed on screen. I can’t recommend it highly enough; it’s an excellent example that art can flourish despite severe financial restrictions.
Monsters: Dark Continent picks up the action 10 years after the events of the first film, shifting the focus from America to the ongoing conflict in the Middle East. If things weren’t bad enough already, American troops are not only battling insurgent forces, but now there’s the added risk of gigantic, multi-tentacled monsters hanging around and getting up to no good. Whilst the setting is nowhere near as interesting as the first film, I appreciated that it was at least distinct from its predecessor.
Tom Green tackles directing and writing duties and does an admirable job presenting a world similar in tone to Monsters, although with an undercurrent of aggression which kind of put me off. Characters are drawn fairly broadly; ranging from the rookie gung-ho army recruits to the hard-as-nails Sergeant. There’s nothing really new here. The broadness of the characters obscured their likability and ultimately affected my level of engagement when the tension was ratcheted up throughout several key action sequences. With so many films of late focusing on the plight of soldiers in the Middle East, it’s very hard to cover new ground in terms of PTSD or the sacrifice soldiers make, and unfortunately this film doesn’t bring any fresh perspectives to the tried and tested tropes of the combat genre despite the Sc-Fi angle.
Just as Gareth Edwards has gone on to helm some massive films post Monsters, I’d happily check out what Tom Green makes next given the competence of his direction. The film seamlessly switches between frantic hand-held camera work in action sequences to longer, well-framed shots to assist the quieter moments of attempted character development. Of note, even though it’s a sequel and the monster was shown in the original film, Green still didn’t overuse the monsters and showed a degree of discipline when thrusting them into the action.
Although I didn’t enjoy this film as much as Monsters, it’s probably worth checking out if you’re a fan of the first film and want to see more of that world. I wrestled with a few niggling issues but if you can overlook the odd cliche lying about I’m sure this will tick a few of your boxes.
Monsters: Dark Continent is currently available on Blu Ray, DVD and VOD.
Read More Sunday, July 05, 2015
Read More Wednesday, July 01, 2015