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Registered User
Join Date: Oct 2006
Posts: 2,201
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Community Q&A Responses
Hi everyone,
We have finally received answers from Pipeworks! For those that missed the event, we posted a questionnaire thread that was open to anyone who had questions about Godzilla: Unleashed. Everything you read below was answered by Pipeworks unless otherwise noted.
Your last two IGN blogs hinted heavily at the presence of secret monsters in the final release. Is there any way you can shed more light on that?
Yes there is – but only if we spoiled any possible surprise.
Will certain monsters only be unlocked depending on the monster you use in story mode?
This is the same answer as the unlocking system question below.
Will each faction have the same amount of monsters?
No.
What factors determine what monsters make the game?
Our decisions were influenced by several different factors. Obviously, you want to include the monsters that are most popular, that fans really love, so we tried to include all the fan favorites from the beginning. We also select monsters based upon how well they fit our game mechanics, though we have been know to stretch things a bit to accommodate especially cool monsters (such as Megaguirus and Mothra Larva). Regarding game mechanics concerns, we need monsters to be of roughly similar size, so no 20m monsters will make the cut when most monsters are roughly 100m tall. We also need decent melee and ranged combat abilities in all of our monsters.
How does the unlocking system (monsters, cities, etc.) work?
We use a currency system to unlock things. The really good news is that the points used to purchase things are accumulated in any game mode – single or multiplayer. You won’t simply be able to buy everything from the outset, however. There will be specific in-game actions which will make certain additional monsters/environments available for purchase. We’ve added a series of gallery items which give pretty explicit clues as to what those things are – so players can either try to discover them on their own, or they can spend some points on buying the hints.
Can you please give some examples of the multiple endings?
In one scenario, you save the earth! In another, you don’t.
Ciel: Hahahaha! 
Could you give further details on story mode?
We’ve said that our story is “non-linear” or “branching” in the past, but that’s not strictly true. That sounds like a choose-your-own-adventure book, in which there are multiple canned scenarios. I think a better metaphor for our story mode is an athletic contest, like a basketball game. A player in a basketball game has significant influence over how the game evolves and is eventually resolved, but I wouldn’t call a basketball game “branching.” It’s the same in Godzilla Unleashed. Your actions shape and direct the way the game plays out, but you are not simply selecting between several pre-scripted scenarios. It’s a real emergent behavior model, where the AI for each monster remembers how you’ve treated them in the past, and responds to you accordingly. To return to the basketball metaphor – you can help your team win by making lots of shots yourself, or by aggressively defending the other team’s best shooter, or by making assists and passing. You are even allowed to lose once in a while – it doesn’t stop the events from continuing on without you. We really think that there is a lot of potential for replay in the story mode, but it’s not a “get to see all the endings” type of affair.
What was the inspiration behind the significance of "23?" Will it have any significance to the storyline?
There is no special significance to that number, other than it is the number of monsters we promised to have in the final game.
Why did you choose the original Anguirus design of the Final Wars version?
The original Anguirus just seemed more personable. The major differences are in the head, and the original head just seemed to be a better fit for our mood.
When can we expect updates for the PSP version of the game?
That is up to Atari (TBD).
Will the PS2 version fighting style change in any way from the previous games (besides brace and critical mass)?
No. The PS2 version actually still uses block, rather than brace. People who played any of the previous games will feel right at home with the PS2 fighting system.
Are the two exclusive monsters on the PS2 another set of original monsters?
No. They are simply two monsters who do not appear in the Wii version of Godzilla: Unleashed.
How long will a story mode last?
Story mode is a maximum of 20 “days” – and it can be somewhat shorter than that. The duration of a “day” in game can vary from a few minutes up to half-an-hour in length.
Were any monsters considered or even designed for the game, then scrapped before the final cut?
Quite the opposite actually – we increased our original target of just 16 monsters by almost 50% - to the announced 23. We have been very cautious to not promise things that we were not certain we could deliver on.
Can we have more information on the DS version of Godzilla Unleashed?
Pipeworks isn’t developing that version of the game. We are all just as curious as the fans – we can’t wait to get our hands on the game and try it out! Which is to say no, we don’t have any information on that game.
herk: The DS version offers old school side scrolling gameplay action using 3D graphics for monsters and environments on both screens. You will be able to play the entire game with a friend in 2-player coop (Multiplayer Mode). The DS version will have many exclusive monsters (not found in the Wii and PS2 versions) including some fan favorites such as Manda and Hedorah.
How different will the Wii and PS2 versions be?
The PS2 game is an expansion of G: DAMM and G: StE, with all new story, emergent behavior, and Power Surges from the Wii game. But at its core, it uses the same combat mechanics that players already know and love. The Wii game, on the other hand, has a totally new combat scheme designed to fit with the new Wii controls. So whichever version you play you are seeing the same battles, in the same location, with the same outcomes. But the way you’ll actually play it differs quite a bit.
Can you side with another faction and be loyal to your faction at the same time?
All monsters have a “home” faction, but once you start to play the game, your monster isn’t really on any faction – you just have some level of affinity with the four factions. If you play as an Alien, it is totally possible to have high affinity with both the Aliens and the GDF, for example. In general, you should have one or two factions that like you enough to ally with you. It’s totally possible to make everyone angry, but that makes the game significantly harder.
Will there be any online features for the Wii version?
We can’t answer questions about online features at this time, sorry. 
Will there be future downloadable monsters/stages for the Wii version of Godzilla: Unleashed?
We can’t answer questions about online features at this time, sorry. 
Are there any plans to release a Virtual Console game along with the release of Godzilla Unleashed?
We can’t answer questions about online features at this time, sorry. 
What are the summonable machines/monsters in this game?
There are none. We wanted to keep the focus on the player-controlled monsters. We have amped up the military quite a bit, however, and you will see several bosses. In some cases, the bosses are also playable, and sometimes not.
Will the crystals link to SpaceGodzilla or are they unrelated?
SpaceGodzilla creates his own crystals. The only monster in our game with a specific link to the crystals is Krystalak.
Will there be mini-games in this game?
No.
What was the driving force behind the decision to completely overhaul the series (non-linear gameplay, military options, etc.)?
To make it the best Godzilla game we could make.
Can you choose your alternate colors this time around?
No. Toho is very adamant on keeping their monsters very true to the films – you cannot arbitrarily adjust the color scheme of your monster.
Will this game have a computer vs. computer mode, where you can pick a few monsters and just watch them fight?
No. You always have to have at least one human, since otherwise you could accumulate points without even playing the game.
Where did you get the inspiration for Krystalak?
We wanted to make a monster that had a non-traditional stance, and we wanted to make an inorganic monster. Our artists played around with those concepts for a while, taking inspiration from the crystals at the center of our storyline, and Krystalak was the direction that everyone felt was a strong choice for our game.
How many monsters will you be able to start with?
There are 8 monsters playable from the outset.
Does M.O.G.U.E.R.A. and Jet Jaguar assume any flight capabilities in this game?
We have expanded our flight technology a great deal in this game for monsters that need to fly, but in general we want our monsters to stay on the ground. Flying is a huge advantage, and we don’t want to weaken that by spreading it around to everyone. Most monsters can fly in the Godzilla films, but we didn’t want to make an aerial combat game – this is a ground-based game for the most part.
Mr. Strange said that time is always the limiting factor in the process of game-making. If you had more time, what about Godzilla Unleashed would you improve?
You’ll find out next time around! 
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