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Post by brianzilla2003 on May 16, 2006 5:03:44 GMT -5
What the hell happened? HOW did this happen?
* The graphics were horrible * You couldn't block get-up attacks * Beam battles sucked * To make beam battles more important, they added an absurd energy system * The army was changed to attack the winning monster, rather than the more strategic design of attacking the monster who has done more damage to the city * Beams auto-aimed at monsters on the ground, and when you tried to manually aim your beams, they would swing right back to the closest monster as soon as you let go * Anguirus looked smooth in the PS2 version * You couldn't play through all of the levels with more than 2 players in the PS2 version (unless it was just my disc...) * In the original, monsters flew straight up when tripped, while in the sequel, monsters fly across the arena, which makes for less fun and stupid looking effects * Custom soundtracks were taken out of the Xbox version * No downloadable content for the Xbox version * The main aim with GSTE was online play, which was fine, but NOBODY PLAYS THE GAME! * Mothra's beam attack was stupid, and should've been golden like in the actual movies * Godzilla's arms looked like Kong's arms in the intro and epilogue of the game * Biollante was cut out for no reason * Not as many cool cheats, like Black and White or Technicolor * Power-up icons aren't as attractive, the shameless "Atari" one in particular * GFW gallery sucked, since I could've looked up all of the same pictures online with better quality * There was so much promised, and none of the stuff I was looking forward to delivered (I mean that literally) * MOGUERA made a stupid noise * You didn't lose charged energy when you got whacked while charging up a beam attack * The punch effects, as well as all of the other sounds I can think of, sounded grotesque and would've been best left with the original GDAMM sound effects, or even nothing at all * Though the levels were larger, they weren't as fun as the original game's superbly designed levels * The mini-games all sucked, except for the two railer levels, which were simply mediocre * The frame rate of GDAMM for Xbox was as good as any other Xbox game's frame rate EVER, while its sequel suffers lots from a terrible frame rate, which is so bad that it actually effects my performance * Online play was terribly laggy half the time you played with more than two people (this one time it took about 10 seconds for 1 second in the game to go by) * The story from the first one was better and funnier
I'm sure I missed a few things here and there, but I think that this list pretty much sums this game up: A steaming pile of sh-
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Post by matheson on May 16, 2006 10:41:13 GMT -5
* The graphics were horrible In comparison to GDAMM, they weren't too bad. Yeah, they could've made them better, but I wasn't appalled or anything. That was a great change actually, as it makes you think during a battle and improvise. Great little strategy aspect for fighting. How so? I thought they were quite clever myself. One of my frustrations with GDAMM was the energy bar, or lack thereof. The new energy system in STE was a nice improvement to one of the aspects I found lacking in the previous game. This isn't a real biggie to me, though it certainly would've been more interesting if Pipeworks had gone the original route. Eh, I don't really care. I never liked the manual aiming feature, so I never use it anyway. And you have a problem with that? I disagree. Its quite fun seeing your opponents go flying across the arena after using a certain attack, and it makes better sense than the lame vertical flying in DAMM. I think they were going for something more like the ROM Mothras. Remember how she's essentially a hybrid of them all? To quote Monster Master: Oy Vey. What a stupid complaint right there. Someone needs their eyes checked. Wrong. She was cut out because Pipeworks/Atari could not secure the copyrights to use her for the game due to legal complications. If there is anyone to blame for that, its Toho, not the makers of the game. To put it bluntly, they were aiming for a certain date, and unlike most makers who push the release date back, they didn't. If they had, we could have at least gotten a few more good things, though hardly enough to improve it overall. Considering it hardly makes any form of roar or noise in GvSG, what would you suggest them doing? I actually thought it was quite clever and funny. So? I like that. Saves me the trouble of getting a recharge item. Niether of the stories were particularly good at all. Now, if we had gotten that epic story Pipeworks had promised us...
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Post by Zilla Gamer on May 16, 2006 20:45:22 GMT -5
Hah, wow. Strong wording there.
The way I see it is, if it would have been any other franchise, this game would have sucked. But I am such a huge Godzilla fan that I enjoyed it for what it is. And being able to duke out the unthinkable matches like JJ vs Baragon and Space Godzilla vs King Ghidorah was just breathtaking for me.... Hell, even watching two Godzillas fight since the days of DAMM was enough for me!
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Post by kaijunexus on May 16, 2006 23:20:32 GMT -5
Matheson, I hope you don't mind, but I'm going to vicously pick apart your reponses to all of brainzilla's entirely valid complaints (which I happen to almost completely agree with)...
What?! How so? Since when does running away every time you knock down your opponent count as a strategic effort?!
It was a nice improvement over the old system because they made the bar completely useless? What's the point of having a bar that fills up if its level of energy doesn't even correspond to how you use your ray? All that did was turn battles into endless beam fights. DUMB.
Well, for those of us that do, it was a HUGE inconvenience.
I'm sure Brianzilla meant that Anguiurus looked smooth as in lacking any textural detail whatsoever. He looked like complete and utter garbage.
Two things...
A. Godzilla 2k's arms did look overly large. That's not a "stupid complaint".
B. The only stupid thing I saw in this little exchange was your quoting of Monster Master's completely lame and cliche use of a very un-witty remark. Please don't do it again. It makes you look dumb.
WRONG!! Biollante was cut because with the limited time Pipeworks had to polish the game mechanics, they found it difficult to perfect Biollante's movement and playability by launch time. I know a Pipeworks game developer who actually has Biollante playable in his debug kit of the game.
Talk about what you know about, pal.
Again, very much completely and blatantly wrong. As stated by Pipeworks themselves, if given more time by Atari, the game would have been FAR more polished. A few examples of what we would have gotten?
A complete storyline Non-buggy online Dynamic building destruction Playable Biollante Monster history and Bios
Once again, talk about what you know about.
No, it sounds like crap. If Moguera doesn't make a noise in the film, why FORCE one on it for the game? And why make it some campy robot version of it's own name?! Clever? Do you even know the meaning of the word?
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Post by mrstrange on May 19, 2006 13:21:11 GMT -5
And now - I'll respond to a few issues. I move a few things around for dramatic effect. * You couldn't block get-up attacks In GDAMM once I knocked you down, the fight was essentially over. I could walk right up to you, block, and hit you before you had a chance to do anything back to me. It was totally brokenly dumb. Many fighting games (VF4 comes to mind) rely upon push-out getup attacks. Because of our tremendously complicated level geometry, we could not depend upon push-outs. Unblockable getup attacks seem, to me, to be a great choice - they simply eliminate Knockdown-camping entirely. I understand that some people felt cheated by the inclusion of unblockable getup attacks. But I do not sympathize. * To make beam battles more important, they added an absurd energy system * You didn't lose charged energy when you got whacked while charging up a beam attack The energy system in G:DAMM was fine - if you were a good player. If you were a less experienced player, you would almost never get to use your weapon effectively. This was very lame, as it basically taught people to not use their breath weapons. Godzilla's Breath Weapon is the #1 thing people want to see in a Godzilla game. It's not an optional feature. That's also why we removed Hedorah - because removing energy just further taught players to ignore their energy. I gave all of the monsters more interesting energy uses, and quantized the bar to show exactly when you could use your secondary attacks. Not taking away your energy when being hit fed into that same change. It's true that the energy system in G:StE was much more forgiving, and thus somewhat less strategic. But look at how much people complain about MOGUERA and Space Godzilla's energy regeneration. A forgiving system is more popular. * The graphics were horrible * Anguirus looked smooth in the PS2 version * You couldn't play through all of the levels with more than 2 players in the PS2 version (unless it was just my disc...) * Not as many cool cheats, like Black and White or Technicolor * The main aim with GSTE was online play, which was fine, but NOBODY PLAYS THE GAME! * The frame rate of GDAMM for Xbox was as good as any other Xbox game's frame rate EVER, while its sequel suffers lots from a terrible frame rate, which is so bad that it actually effects my performance * Online play was terribly laggy half the time you played with more than two people (this one time it took about 10 seconds for 1 second in the game to go by) We tried to smush a Gamecube game into the PS2. Didn't work too well. * In the original, monsters flew straight up when tripped, while in the sequel, monsters fly across the arena, which makes for less fun and stupid looking effects I didn't know that anyone caught that. This was a subtle change that we made for several reasons. Essentially, the old reaction was too abusable with the new combat mechanics. With the abundance of air juggling possible in StE, straight-up sweeps were WAY overpowered. I couldn't get people to stop using them, so I add some lateral velocity to sweep reactions. * Biollante was cut out for no reason I wouldn't say "no reason" but I think it's fair to say that cutting her wasn't in the best interests of the fans. * There was so much promised, and none of the stuff I was looking forward to delivered (I mean that literally) There's a great deal that was promised - most of it was things Atari required of us that we never wanted to do, or had any reasonable chance of doing. Many of those things were made public before we ever even dreamed of agreeing to them - a political move by Atari to force us into trying. * MOGUERA made a stupid noise I liked it. But point taken. * The mini-games all sucked, except for the two railer levels, which were simply mediocre You are totally right- the minigames were No Fun. --Mr. Strange
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Post by kaijunexus on May 19, 2006 23:43:00 GMT -5
AWESOME!! STRANGE IS HERE!!
Welcome, Strange. I'm sure you'll be able to answer questions and clear things up as you have so many times before on other forums!
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Post by mrstrange on May 22, 2006 17:56:28 GMT -5
I hope to be around, though you won't see me post much in the G3 board. I'm very happy to take and and all comments on G:DAMM and G:StE though.
--Mr. Strange
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Post by kaijumellersonx on May 24, 2006 21:19:10 GMT -5
Does anyone hear have any type of picture of GSTE Biollante because she was said to be complete and she still can't be classified. I always wanted to see how she looked or even a description of how she looks in the game.
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Post by kaiju11 on Jul 7, 2006 7:09:44 GMT -5
i heard that the power rangers are playable in G:STE is it true? cause i heard that rumor on cheat codes.com
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