Wii Godzilla Unleashed

IGN Blog-Update:

Leaps and bounds

Shelby Stair Wills
Producer, Pipeworks Software

Hey everyone, welcome back to our blog. We’ve just hit Beta, so things continue to be exciting and extremely busy around here. Most people are regularly working pretty long days, and some weekends, so we’ve started bringing in lunch and dinner on the long days. Food, along with the sense of camaraderie that comes from all pulling together to make something we’re proud of, helps to keep our energy up.

One big new thing that we are really excited about is our new water tech that we finished up in the last week or so. We think it looks pretty spectacular. The look of the water has been something we’ve been struggling to nail down throughout the length of the project, and we are finally really happy with what we have. You could probably see it a bit in the new Seattle level reveal on gametrailers.com, but here are two new screenshots that really show it off:




If you happen to find an old screenshot of the San Francisco water out there to compare this against, you’ll really see the difference.

We’ve also recently nailed down the look of the various types of crystals in the game. This involved writing new crystal shaders and reworking the shapes, textures, animations, and particle fx of many of our crystals. In the screenshot below, you can see the large ambient crystals just outside the playable area, as well as one type of crystal that you can interact with in the game. We have many, many types of crystals in the game, as they are the centerpiece of our story, so we’ll try to show more types in future screenshots and videos.


http://blogs.ign.com/Pipeworks_Software/2007/08/08/62722/


Hier noch ein Bild wie das Wasser vor ein paar Monaten noch aussah:
 
Zuletzt bearbeitet:
Bei uns wirds sich sicher 2-3 Rängig verkaufen, aber ist es in Japan kommerziell erfolgreich?

Ich hab das Spiel nie beachtet aber so langsam krieg ich Lust drauf. :-D
 
Kristalak Bio mit einenm neuen Video:

http://www.gamespot.com/wii/action/godzillaunleashed/news.html?sid=6176527

938068_20070810_screen005.jpg
 
Sieht vielversprechend aus und scheint auch etwas flotter als der Vorgänger zu sein.
Behalte den Titel auf jeden Fall im Auge. Mit dem Gamecube Ableger hatte ich ja ne Menge Spaß :)

PS: Mecha King Ghidorah FTW :P
 
Neue Monster braucht das Land! xD

Baragon: Earth Defender




Baragon is an earth guardian - with special affinity for the terrestrial crust we walk upon. Baragon is physically the smallest monster on record, but his connection to the rocks and magma beneath us empower him to achieve greatness on a par with his larger allies. His small size makes him a tremendous leaper, with graceful aerial combat maneuvers and techniques. When not in the air, Baragon constantly replenishes his energy so long as contact is maintained with the earth. Baragon emits streams of fire from his mouth, and can cause eruptions and earthquakes beneath his feet. When firmly planted with all four legs upon the ground, Baragon is almost impossible to push aside - despite his small stature.

Jet Jaguar: Global Defense Force




Jet Jaguar is a human-sized robot created by a Japanese scientist for unknown reasons. Created with a great potential for learning, Jet Jaguar achieved sentience and began to modify himself and his programming. His most impressive modification has been the ability to change his own size - allowing him to grow large enough to dwarf monsters such as Godzilla. Unfortunately, Jet Jaguar cannot maintain his enormous size indefinitely, and must periodically rest to regain his energies. Jet Jaguar is reserve member of the Global Defense Force - heroically protecting humanity whenever it is threatened by monstrous threats.

Fire Rodan: Earth Defender




Fire Rodan is earth's largest flier. His element is the air, the clouds, and the wind-swept mountain peaks that scrape against them. Nesting in the tops of active volcanoes, Fire Rodan is virtually immune to heat and lava-based attacks. Rodan is the fastest of all Kaiju while in the air, and prefers to confront challenges from a lofty height. His great speed also makes him a fierce hand-to-hand combatant, with savage claw, talon, and beak attacks. Fire Rodan defends the earth's atmosphere - eliminating all airborne threats to the planet's well-being.

Titanosaurus: Mutant




Titanosaurus is a prehistoric throwback - a primitive monster from an ancient age who has managed somehow to persist into contemporary times. Titanosaurus lives deep in the ocean, hibernating for hundreds of years at a stretch. In recent years, humans have disturbed Titanosaurus, increasingly incurring his wrath. Though not specifically evil, Titanosaurus has no allegiance to any particular ideology, and would not hesitate to secure additional power for himself should the opportunity arise. This frequently places him in opposition to Earth Defenders and the Global Defense Force. Titanosaurus employs his towering height, powerful tail, and sonic waves to intimidate or subjugate any beings who dare to disrupt his ancient lifecycle.

Quelle: IGN
http://wii.ign.com/articles/817/817632p1.html

EDIT: Gametrailers-Ingame Videos zu Baragon und Rodan:
http://www.gametrailers.com/player/24463.html
--------------------------------------------------------------

Baragon überrascht mich, auf Titanosaurus habe ich aber gehofft! :-D
 
Zuletzt bearbeitet:
Dickes Update heute:

A Godzilla-Sized Challenge

Shelby Stair Wills
Producer, Pipeworks Software


Welcome back, everyone. It’s been about a week longer than we like to go between these blog posts; sorry about that! My drive across the country was a lot of fun – the Midwest is even more beautiful than I expected, and WOW, we have a lot of corn in this country! After coming back from my vacation, I was pleasantly surprised at how far along the game had come in just the week that I was away. We are in serious bug-fixing, polish, and wrap-it-up mode, and the game has really taken shape in the past couple of weeks.

As we finalize pieces of the game, we’re also adding to the “flair” around the office to commemorate this project forever. We’re planning a whole wall of poster-sized monster reveal renders, plus poster-sized concept art, and an updated team photo. (The team is pretty huge compared to the first photo we posted with the first blog post!)

Although we are not quite done with the game, we are starting to reflect on this year-long project. I spoke with the team about what they feel the greatest challenges on Godzilla Unleashed have been. Nearly all of the responses boiled down to the challenges that come with the quality bar we set for this game. Pushing ourselves to make the highest quality game possible led us to struggle to create new technology to support that, and to balance our aspirations with the time available.

From the animators’ perspectives, creating new technology to support more convincing movements was one of the biggest challenges they met along the way.

From the designers’ perspectives, one of the biggest challenges has been crafting a story for all of these monsters which is specific enough to be compelling – and yet open enough to allow players to express themselves in many different ways. Some people may think we went too far, and others will think we didn’t go far enough. But we’re not telling a single linear story with known protagonists and a fixed ending – we’re telling 20+ variations on a story from multiple perspectives. It’s more exploratory than expository – and getting that balance down has been very challenging.


This seems like a good time to talk about our new Custom Game Modes feature, which is something we have wanted to put in ever since Godzilla: Save the Earth. So, you will be able to play regular, preset versions of Brawl (multiplayer) like Versus or , or you can create and save your own custom multiplayer settings. Among the customizable options are:

- type and aggression of the military
- victory conditions (including what gives you points)
- # of respawns
- round length & number of rounds
- type and frequency of powerups and powersurges
- rate of critical mass accumulation
- rate of health & energy regeneration
- monster speed

The last one, especially, is very exciting – we think everyone will have a lot of fun with the option to set your monsters to be slow and ponderous, regular speed, or super fast. And, I’m happy to also tell you that Tiny Monsters are back as a Custom Game Modes option!



Quelle: IGN
http://blogs.ign.com/Pipeworks_Software/2007/09/06/65507/

Wiire Interview:
Godzilla Unleashed: Exclusive Interview, Screens

by The Wiire Staff (2007-09-05)


Even before Yoshi hatched onto the gaming scene, another hungry green dinosaur reigned supreme. The citizens of Tokyo may recognize him as the sign of their city's impending doom, but everyone else will know this creature as Godzilla.

With Godzilla Unleashed, a sequel to the series of Godzilla fighting titles for GameCube, publisher Atari and developer Pipeworks Software intend to mark their stomping ground on Wii. The Wiire spoke with Game Producer Shelby Wills about the finalized controls, the storyline, the purpose of those huge crystals and much more. Read on at your own risk.

The Wiire: What is your favorite Godzilla movie?

Shelby Wills: Each movie has its own unique take on Godzilla, which brings something new to the universe; we see the individual movies more as chapters within a larger Godzilla experience.

The Wiire: How much of an inspiration are the classic Godzilla films to a project like this?

Wills: If it weren't for classic Godzilla, there would be no Godzilla Unleashed! So, we obviously take inspiration from the classic films in this game. Then again, there is only so much that can be done based on the films. To make a fun and enjoyable game, we had to take the strong source material from the films, and expand upon it. We've created a totally new environment and story around the characters. So, everything that makes Godzilla great is still in our game, with the addition of many new elements that will make Godzilla Unleashed a worthy addition to the Godzilla canon.

8353.jpg

Exclusive Screen #1

The Wiire: How is Godzilla Unleashed different from its predecessors?

Wills: Godzilla Unleashed represents a leap in evolution in Godzilla games. The Wii version has more monsters than Save the Earth, including two brand new original monsters, several TOHO monsters never before seen in any previous Godzilla game, vastly superior graphics, fine-tuned Wii-specific controls (taking advantage of both the Wii Remote and Nunchuk), a new single-player Story Mode campaign with branching storylines and hidden objectives, monster affinities - think of alignments in D&D - customizable multiplayer game settings, improved building destruction, and more.

The Wiire: How do the controls work, and are they finalized?

Wills: The game will be played with the Wii Remote and Nunchuk, giving players complete control over their monsters. Players will have 5 primary actions at their disposal - Charge weapons, Punch, Kick, Rush, and Fierce Attack. We use a combination of button presses and gestures to give you control over your monster.

Our new fighting system allows you to execute any or all of their primary actions independently or simultaneously - which means that you can charge while jumping in the air - fire your weapon during attacks, and move freely at all times. For instance, Godzilla can be walking in one direction, swiping with his claws in another, firing his weapon in a third direction, and swinging his tail at a rear target all at the same time.

The controls have just been finalized, after the build shown at PAX. Throughout the length of the project, we have constantly been tweaking them and trying to make them more responsive and easier to use. For instance, we came up with an "uppercut" motion that we loved - we could throw it every time and it really made you feel like you were swinging Godzilla's arm when you did the move. However, nobody else in the office could execute the move properly.

A few different people tried to tune the motion parameters, but with the same result every time - while one person could pull off the move easily someone else always had a tough time with it. As a result, we settled on using more general motion commands, which we think works best. So as you see, we're always making modifications to the controls to make them more accessible and less frustrating.

The Wiire: How much will the story change depending on which monster or group of monsters you play as?

Wills: Excellent question! As a matter of fact, the story will change drastically depending on what monster you play as and what faction he belongs to. Monsters are grouped into four factions: Earth Defenders, Mecha, Aliens, and Malefic Mutations - each with their own perspective and motivations within the over arcing storyline. Earth Defenders include characters like Godzilla, and their obvious motivation in the story is to defend the planet from alien invasion. Monsters from the Alien faction seek to invade the Earth and conquer it for their Alien masters.


8352.jpg

Exclusive Screen #2

The Mecha faction is controlled by humans who fight to repel all monsters in an effort to save their cities from destruction. Mecha and their human controllers are not above joining forces with Earth Defenders to battle a common Alien threat. Mutants are plain evil, with no alliances at all. However, their weak minds make them susceptible to Alien manipulation, forcing them into unwilling alliances. The story path changes based on which faction you choose to represent, and the actions you take within the story. So depending on the choices, your story path will change with different encounters, goals, team-ups and Graphic Novel story sequences.

The Wiire: Could you tell us about the HUD?

Wills: The HUD has five elements. It includes Health Cells, the Health Bar (the remaining hit points in your current Health Cell), Energy Cells, Ammo Counter (for monsters with Ammo), and the Critical Meter. While the energy bar can be recharged, it will take a skilled player to keep the health bar full.

The Wiire: How many arenas will there be?

Wills: There are nine arenas in the game, featuring some of Earth's most well-known cities and locales. Each city has been drastically altered by the presence of Alien crystals that have created cataclysmic changes. Every level is fully destructible, with an amazing level of detail put into every building you smash along with every dent and tear in the earth you cause. Plus, each level has a unique theme, like ice storms or lava flowing through streets.

The Wiire: Have you created any new monsters specifically for this game?

Wills: Yes! We had the honor and good fortune of being granted permission by TOHO to create two new monsters specifically for this game. The first monster, Krystalak, was created specifically to serve as one of the main villains in the game's story. He has a very unique, wickedly cool look. We went over several designs with TOHO for Krystalak before we settled on something we were all happy with.

The second original monster, Obsidius, was chosen from four design concepts by fans in an online promotion. We submitted around 20 original monster concepts to the publisher, who then narrowed them down to the final four that we submitted to TOHO for their approval. With their blessing, we presented these four monsters to the public and allowed fans to choose which monster they wanted to see featured in the game. Obsidius was the hands-down favorite among gamers and hardcore Godzilla fans who took part in the voting.

The Wiire: What is the purpose of those huge crystals seen in the screenshots?


Wills: Great question, very observant! Those crystals actually play a huge role in Godzilla Unleashed. Basically, they are Alien crystals that have suddenly appeared on Earth; their presence causes major, cataclysmic changes to the planet. Cities freeze over, volcanoes erupt and spew lava through city streets; it's a huge mess. The crystals are also an amazing source of energy. This, of course, is an important element of the single-player story as it gives players several different directions to pursue. Do you defend the Earth and destroy the crystals?

In addition to all that, if your monster comes into contact with these crystals, he or she will gain massive amounts of power and potentially go berserk, reaching what we call Critical Mass. In Critical Mass mode, your monster will temporarily get stronger and faster, but will be burnt out and vulnerable when the frenzy leaves you. Absorb too much crystal energy and you'll experience a Power Surge, one-time abilities that give you super powers like immunity to weapons and special finishing moves capable of taking out multiple foes at once! So as you can see, the crystals play a central part in the game.

The Wiire: Is there going to be a stronger presence of the military forces in the single-player game?

Wills: There is a strong military presence. The inhabitants of these cities don't want monsters destroying their buildings and wreaking havoc, thus they will attempt to stop you. They will be a nuisance and they can certainly alter the tide of battle.

The Wiire: Are the cities modeled after any real-life cities?

Wills: Most of them are. So far the cities that have been revealed are New York, San Francisco, Seattle and Sydney. Other stages will be modeled after fictional places that Godzilla fans will be familiar with.


8351.jpg

Exclusive Screen #3

The Wiire: Can players eat runaway humans if they happen to be in range?

Wills: [Laughs] There certainly is no human-eating within Godzilla Unleashed. Humans can and will attempt to stop your monster via the military, but they are not edible.

The Wiire: Will we ever be able to play as the humans?

Wills: In Godzilla Unleashed, playing as humans is not the focus of the game; who knows what may come in later incarnations of the Godzilla franchise, though!

The Wiire: Looking at other fighting games on Wii like Mortal Kombat: Armageddon or Dragon Ball Z: Budokai Tenkaichi 2, can you talk about what effect you think motion controls have had, or will have, on fighting games?

Wills: Typical fighting games like Mortal Kombat contain gameplay in which your controls do not mimic the actions on the screen, thus lacking an immersion factor. Godzilla Unleashed takes the motion controls and transplants the player into the game. The player is no longer simply watching seemingly-unrelated animations onscreen while he button-mashes.

There is a finesse to the motion control that helps the player to feel that much more like they are in the proverbial shoes of their choice giant monster. This type of immersion through motion control is practical and fun. We believe this is where games will continue to go in the future, and we see more fighting games taking this control scheme and adapting them for their use.

The Wiire would like to thank Shelby Wills for cooperating on this interview. Stay tuned for a full review of Godzilla Unleashed when the game releases this November.

Quelle: Wiire
http://www.thewiire.com/features/208/1/Godzilla_Unleashed_Exclusive_Interview_Screens
 
Zurück
Top Bottom