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

5. A Simple & Fun Fighting System

Designing a good fighting system around the Godzilla franchise has always been a challenge. Most fighting games tend to emphasise speed and combos, which is the exact opposite of your typical giant monster fight, in which the immense size of the combatants results in a slower and more sluggishly paced brawl. Games like Destroy All Monsters Melee and the following sequels did an adequate job balancing speed with authenticity, but even those didn€™t quite capture the essence of the genre. Size and power are the two quintessential elements of a giant monster brawl, and so it is really important that a fighting system be designed to highlight this fact. It doesn€™t even have to be too complex or complicated so long as the player always feel like everything they are doing is visceral and colossal in scale. The goal should be to make the player feel like a giant monster, and the magnitude of power that comes with it. As long as this is met with controls that are easy to learn and challenging to master, the end result would be a simple yet satisfying fighting system that translates the fights from the films without being frustratingly slow or hilariously inaccurate.
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Film and video game obsessed philosophy major raised by Godzilla, Goku, and Doomguy.