Got news?   tips@destructoid.com  |  Never miss a story:   RSS + Twitter + YouTube
Hey! New here? Destructoid is a gaming discussion community, updated nearly every 20 minutes. Make a quick avatar to comment and enter our contests. Take the tour!

 


Home DS updates

E3 2007: Godzilla knocks over Jenga tower; hybrid post title collapses as well

5:58 AM on 07.18.2007, Tiff 9 comments

E3 2007: Godzilla knocks over Jenga tower; hybrid post title collapses as well photo
     DS

While it may have appeared as though I spent the majority of my time at E3 dumpster diving and scrounging for free stuff around the hangar, believe it or not I actually had a chance to see a few games here and there too. Atari invited me to their swanky food-stocked cove to take a look at what they had in store for this year. 

Since I know you all have been dying to hear about how Jenga for the Wii is, and are equally as ecstatic to see what the game Godzilla: Unleashed is all about, hit the jump for my personal experience with both.

Jenga

I'm sure you can all fondly recall the youthful joy of playing Jenga amidst enforced family gatherings, ever so tenderly gripping the branded wooden block with your chubby pre-mature fingers in order to tentatively remove it from the tower. Given the frantic rabble-rousing that Atari's initial announcement of Jenga for the Wii caused, I am proud to announce that the Wii version of Jenga, your Pep-Pep's old-time favorite game, is actually more frustrating than the original. Shaky precision with the Wiimote left me tugging at the blocks more than was realistically accurate for a Jenga block, which immediately defeated any connection between the virtual and the real Jenga for me. If you still are hankering to yank this game off of the shelves, Jenga does include a variety of block towers composed of varying densities to alter the physical difficulty of removing the blocks, adding a slight sense of challenge to your Jenga mastery. Players also have the option to experience the Jenga in a variety of colorfully pointless backgrounds which could be seen as a neat addition but in my opinion are just flat out distracting. I suppose I'm being a bit critical for this kind of casual game, but for me it seemed like a dressed up, less functional version of the original Jenga experience. Perhaps the DS version of the game will have more bang to its buck, but I'll let my grandparents give this game to me for Christmas before buying it myself.

Godzilla: Unleashed

I have to admit, it's pretty damned entertaining to envision all the rabble rousing Godzilla monsters going at it with you entirely in control of how many buildings and cars they pummel and punt. Godzilla: Unleashed has a total of 23 TOHO A-List monsters to wrestle around with which you can unlock when playing the campaign mode. Utilizing both the Wiimote and the nunchuck, players can overlay combat moves and actively build up energy for a "critical mass" attack which differs for each of the respective monsters. Each of the levels take place in a different major city in which giant alien crystals have catalyzed and destroyed the buildings surrounding them, transforming the environment into a post-apocolyptic world slowly being defeated by the elements. It's a cruel, cruel, world for these gargantuan fellows.

As I watched the monsters combat against one another, Godzilla swinging his tail around the side to bat Mothra all up in his piece, I noticed the characters seemed to react very slowly and sturdily as opposed to the quick action you would normally see in other fighting games. The buildings and urban surroundings react to the monster's movements with a window breaking here or a top two floors being knocked off there in an entirely dynamic fashion. Players may also use their environment to their advantage by tossing opponents on alien crystals for extra damage or swooping up a building or two to ravish over another monster's head. This game seems as though it has some sort of potential, quite possibly more so for Godzilla fans than non-fans, with it's wide variety of monsters and unique city destroying battle technique. I think the overall aura of the game could have been significantly pumped if it were on a system with better graphics, as the Wii system projects a sort of arcade feel from the mid-1990's. Regardless this game may still be worth a look.


LAUNCH GALLERY (2 IMAGES)
Photo Photo
 

Next page: More Atari stories




PappaDukes's Avatar
PappaDukes at 07/18/2007 10:34
I would much rather have a virtual zit-popping game any day of the week before I would throw a "jenga" disk into my Wii. For shame! It Better Not be more than this
rdaneel72's Avatar
rdaneel72 at 07/18/2007 11:26
Doesn't anyone on the whole internet remember Godzilla: Destroy All Monsters Melee for the Gamecube? Also developed by Pipeworks, also slow and methodical fighting, also TOTALLY FUCKING AWESOME!!! Yes, the characters do move and fight slowly, but they are 200-ft. tall monsters, not busty, female ninjas. It was more like a wrestling game. 4-player Kaiju fighting was a riot! A close second to Smash Bros. on my Cube!!!
bmdubya's Avatar
bmdubya at 07/18/2007 18:18
How the hell do you play Jenga while disco dancing, or underwater. Just ridiculous. This game is totally unrealistic.
prev next

Returning Dtoiders: login now to post a comment

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just Create an avatar now - it's fast and free: PLUS you also get your own gaming blog and begin posting stories and uploading videos in our open community area that may also appear on our home page. Sign up and we'll guide you through it, it's easy and 100% anonymous.




 Original Videos

 Reviews
Mad Dog McCree Gunslinger Pack
Overlord II
Yosumin Live!
Let's Tap
Ghostbusters: The Video Game (Wii)
View all Game Reviews

 Community blogs -   39721 Dtoiders!

This month's theme: Untapped Potential

New to Dtoid? Read the survival guide


 Originals

The best and worst '4th' videogames EVER!











more original Destructoid stories



 Popular now more













Destructoid is:
Nick Chester
Editor-in-Chief
Jim Sterling
Reviews Editor
Dale North
News Editor
Hamza Aziz
Community Manager
Anthony Burch
Features Editor
Rey Gutierrez
Video editor & director
Niero
Founder, publisher
Letters to the editors
tips@destructoid.com
Associate Editors
Ashley Davis Jonathan Holmes
Brad Nicholson Jonathan Ross
Brad Rice Jordan Devore
Chad Concelmo Matthew Razak
Colette Bennett Tom Fronczak
Conrad Zimmerman Topher Cantler
Dyson Samit Sarkar
Contributors
Adam Dork
Ben Perlee
Daniel Lingen
Joseph Leray
Joe Burling
Mikey
Will Maddock
Stella Wong




get involved

register or login
post a blog
post a forum
enter a contest
discuss a review
contribute a news tip
write a guest editorial
support

new member's guide
login assistance
tech support
report abuse
email our editors
read our dev blog
nuclear crisis?
keep in touch

RSS feed
Twitter
Facebook
Myspace
Flickr
Game nights
Meet-ups
seriously

about us
advertising
terms of use
privacy policy
jobs at MM
buy our crap
our network

Tomopop
Japanator




Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
living the dream since March 16, 2006