Godzilla: Unleashed review

The giant monster basher feels totally different on Wii, but not much better.

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Story mode thankfully discards the half-baked side missions from the last game, but most scenarios are stilljust brawls that occasionally have crystals to smash instead of monsters. Theoretically, each monster belongs to one of four "teams" - credit, by the way, for putting Mechagodzilla I on the alien team, where he belongs. This means that,if you encounter two other monsters in a level, attacking one will usually convince the other to team up with you. But it doesn't add much life to the party.It's far too easy for allies towander into the path of your attacks, which forces them to turn on you.And most any time you're fighting multiple foes, the game transforms into a "get hit in the back" simulator, which isn't much fun.There's also another new kind of power-up in the form of power surges that make you faster, tougher, more energized, and so on, but they only appear in the story mode.

Multiplayer modes are more robust than in the PS2 version as well, and give the player the chance to customize the match. You can choose the type and frequency of power-ups that appear, what the winner has to do to win (whether you bash on monsters or buildings, basically), the speed of the monsters, the type of units the military uses and their level of aggression, and so on. No online, which makes this seem like the dark ages, but it can be fun for awhile.

More info

GenreFighting
DescriptionA side-scrolling actioner that stomps if by land, energy blasts if by sea, and loves the idea of giant monsters meeting even larger monsters - and beating them down.
Platform"DS","PSP","Wii","PS2"
US censor rating"Everyone 10+","Everyone 10+","Everyone 10+","Everyone 10+"
UK censor rating"","","",""
Release date1 January 1970 (US), 1 January 1970 (UK)
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