10 Ways To Make A Godzilla Video Game That Doesn't Suck

8. Satisfying Destruction

The annihilation of major cities is the beating heart of the giant monster genre, and so any Godzilla video game worth its time has to have destruction built into its design. With that said, most Godzilla games aren€™t able to make crushing buildings as fun as it should be. Some, even managed to make it boring. Witnessing cinematic destruction is a purely visceral experience, which is what makes disaster movies entertaining, yet this feeling is so rarely translated into Godzilla games, and this is because the actual act of destroying cities isn€™t usually given the attention to detail it should. A simple way to make destroying cities as Godzilla or any other monster fun is to focus on detail and satisfying visual/audio cues that reward player progression. Buildings should crumble realistically, crowds of people should be seen panicking on the streets, and the entire city should be open to explore. No more invisible walls please. Basically, a city should feel like a real bustling metropolis that reacts realistically to your actions. Believe it or not, but this is an area where the recent Godzilla game partially succeeded. Destroying things is a visual spectacle and can be pretty satisfying, but it€™s held back by the game€™s myriad other problems. If what was accomplished there were further advanced, opened up, and polished, it would be a very gratifying experience that could appease the destructive appetite within us all.
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Film and video game obsessed philosophy major raised by Godzilla, Goku, and Doomguy.