Mr. Strange
Neo Member
Ok, lots of questions to answer!
Your review wasn't very nice, but I think it was reasonably fair. I like to describe Godzilla:Unleashed as a fantastic cake, made from amazing exotic ingredients by a team of master chefs - which then wasn't cooked properly. I can try to extol all of the amazing bits that went into it - but the end result is clearly not especially appetizing. The controls do get a lot better with practice!
If you could in any way get someone at silicon era interested, I would LOVE to promote Kaiju Combat there... every time we get a new group introduced to the game we get a big spike in donations. You can write to me at simon.strange@sunstone.co
Sunstone Games is almost entirely made up of ex-Pipeworks people. I still do a fair amount of contract work for Pipeworks (for example, the Deadliest Warrior games) - and a bunch of my best friends still work there. I had lunch there today, in fact! It's our ongoing friendly relations that convinced them to make this special deal to license us the Spigot engine that we all helped develop back in the day.
Pipeworks is still a very robust development house - but people move on for different reasons.
A Wii U port of Unleashed would need the blessing of both Atari and Toho - since they own the copright. Get in touch with Atari if you want to make that happen.
Honestly, I think you'll be better off just waiting for Kaiju Combat on the Wii-U. I'm already planning a "re-work" of the original G:U story - so you can have all that fun with a better underlying combat engine & production values.
Oh, that's a big question...
You might want to start at the online design document for Kaiju Combat: https://kaijucombat.wiki.zoho.com/
Kaiju Combat won't be as fast-pased as MvC, or SSF4. We're also going to introduce the concept of "charging" attacks which are based on momentum. The idea is that huge monsters just tackle one another - which isn't really an attack you can "block" - so we'll have a rather different set of defensive options.
The combat is still very focused on environmental interactions, weapon play, and energy management.
We'll be providing lots of Alpha builds to backers, and we'll be putting up videos & copies of all our assets every step of the way. We're using a "radical transparency" model of development. So hopefully people will be voicing any concerns along the way, and we can get combat tuned to everyone's liking before launch. Getting that "giant monster" feel is of primary importance. If we can get our funding from fans - we'll be able to set our own pace and make sure the game is done right.
So - join the forums to get more details, and jump into the design discussions!
http://kaijucombat.com/community/index.php
And I'll post the Kickstarter link again. Might as well!
http://www.kickstarter.com/projects/14214732/kaiju-combat-giant-monsters-awesome-fighting-onlin
Hey Simon. Not sure you remember me (probably not), but we exchanged some e-mails about five years ago after I gave Godzilla Unleashed a...less than positive review at Siliconera (they were friendly e-mails, in case anyone's wondering!). I think you had promised me an interview on your next project once it was announced, but I left Siliconera before that could happen. :lol Just wanted to drop in and say that I really like what you're doing here, and I sincerely hope you guys are successful. I'd love to see a truly great kaiju fighter, especially one with the potential for cross-franchise matches. So yeah, good luck!
Your review wasn't very nice, but I think it was reasonably fair. I like to describe Godzilla:Unleashed as a fantastic cake, made from amazing exotic ingredients by a team of master chefs - which then wasn't cooked properly. I can try to extol all of the amazing bits that went into it - but the end result is clearly not especially appetizing. The controls do get a lot better with practice!
If you could in any way get someone at silicon era interested, I would LOVE to promote Kaiju Combat there... every time we get a new group introduced to the game we get a big spike in donations. You can write to me at simon.strange@sunstone.co
But are they now permanently out of Pipeworks? I guess Pipeworks is now a shell of its former self?
Also, I made a thread a week ago about a Wii U port of Unleashed, would Atari/Toho/Pipeworks want to do that?
Sunstone Games is almost entirely made up of ex-Pipeworks people. I still do a fair amount of contract work for Pipeworks (for example, the Deadliest Warrior games) - and a bunch of my best friends still work there. I had lunch there today, in fact! It's our ongoing friendly relations that convinced them to make this special deal to license us the Spigot engine that we all helped develop back in the day.
Pipeworks is still a very robust development house - but people move on for different reasons.
A Wii U port of Unleashed would need the blessing of both Atari and Toho - since they own the copright. Get in touch with Atari if you want to make that happen.
Honestly, I think you'll be better off just waiting for Kaiju Combat on the Wii-U. I'm already planning a "re-work" of the original G:U story - so you can have all that fun with a better underlying combat engine & production values.
Mr. Strange is there any way you can descripe the tempo of the gameplay? As much as I loved the Godzilla games at the time, they play very clunky when you go back to them today.
How would you describe Kaiju combat's fighting system? If you can elaborate, of course.
Oh, that's a big question...
You might want to start at the online design document for Kaiju Combat: https://kaijucombat.wiki.zoho.com/
Kaiju Combat won't be as fast-pased as MvC, or SSF4. We're also going to introduce the concept of "charging" attacks which are based on momentum. The idea is that huge monsters just tackle one another - which isn't really an attack you can "block" - so we'll have a rather different set of defensive options.
The combat is still very focused on environmental interactions, weapon play, and energy management.
We'll be providing lots of Alpha builds to backers, and we'll be putting up videos & copies of all our assets every step of the way. We're using a "radical transparency" model of development. So hopefully people will be voicing any concerns along the way, and we can get combat tuned to everyone's liking before launch. Getting that "giant monster" feel is of primary importance. If we can get our funding from fans - we'll be able to set our own pace and make sure the game is done right.
So - join the forums to get more details, and jump into the design discussions!
http://kaijucombat.com/community/index.php
And I'll post the Kickstarter link again. Might as well!
http://www.kickstarter.com/projects/14214732/kaiju-combat-giant-monsters-awesome-fighting-onlin