Godzilla Destroy all Monsters Melee Review: A Giant Monster Mash Exclusively for Multiplayer

So there was a game that came out recently, a remaster to be more specific. A remaster of a beloved classic, a game that helped define an entire generation and re shaped the gaming landscape as we know it. A true masterpiece many thought the creators would never touch again, but here it is. Bigger and better than ever with a remaster that has clear love and care put into it. A game that, hopefully, will capture the same magic it did all those years ago.
You’ve read the title already, you know the punchline, it’s Godzilla Destroy all Monsters Melee. So, yeah, this game really feels like it was sent out to die. I don’t think I need to tell you that November is a pretty stacked month for videogames. Not in terms of quantity but in quality. Because not only did we get the Ocarina of Time remake, but later we’re getting Grand Theft Auto VI. You know, only the most hyped game release of the decade, maybe even of all time.
And then you have this little remaster of a Godzilla fighting game from 2003. You tell me who is getting all the attention. Now obviously Godzilla isn’t aiming for the same audience as Ocarina or GTA VI, and it is a smaller game with a modest budget, so it should do ok. But man did it release at the absolute worst time to get any kind of exposure.
Which is a shame because I was really looking forward to this game. I remember playing this back on the GameCube and really enjoying it. In fact, this was how I was first introduced to the world of Godzilla. Well technically I was introduced to it via the 1998 movie, but I don’t think that one really counts. This was how I was introduced to the true Godzilla.
But I don’t think I need to explain who Godzilla is. He’s probably the most famous giant movie monster of all time. Matching, and some would argue surpassing, the likes of King Kong. It’s a massive film series going back to the 1950’s. With nearly 40 movies across multiple generations, styles, and studios.
It’s a big franchise, especially in Japan. So naturally Godzilla has also appeared in several other forms of media. From comics, novels, cartoons both western and anime, toys, Nike commercials and, of course, videogames. Now Godzilla’s actual run in videogames has been… mixed let’s just say. There were a few decent ones like the SNES fighting game, and the original NES game has its fans, it even spawned a popular horror story, but most of them can be considered mediocre to outright bad.
One of the rare exceptions being the Pipeworks trilogy. Three fighting games released in the mid 2000’s made by the developer Pipeworks and published by Atari. Yes, THAT Atari. This was at a time when Atari had resorted to being more of a publisher. Although if I recall this was actually Infograms using the Atari name. I think anyway. I’m not entirely sure since Atari’s history is very confusing. There’s like a shit ton of rights issues with them across various mergers and owners.
But yeah, Atari was somehow involved in this. As they are again since they are the ones publishing the remaster of the very first game in the Pipeworks trilogy, Godzilla Destroy all Monsters Melee. As for who is making it, it’s Pipeworks. The same company that made the original game is also working on the remaster.

I’m actually surprised Pipeworks are still going. I thought they would be one of the many defunct game developers of the 2000’s. But no, they’ve been chugging along all this time. They were never a big studio, but they’ve been able to keep the lights on. Mostly working on licensed titles and acting as a support studio for other games like Concord and Marathon. Oh dear. Is it bad that I consider those more embarrassing to have on a resumé than Zumba Fitness?
But yeah, they’re back to work on their most famous title. Because while all three of their Godzilla games are well liked, except for Unleashed but that does have its defenders, Destroy all Monsters Melee is the most well-known. Or at least it’s the one that sold the best.
I never really thought I would see this game again. Licensed games in general are hard to rerelease because of all the red tape surrounding them. It happens occasionally through collections and remakes, but only for the biggest licenses and franchises. Godzilla is a big name don’t get me wrong, but he’s still pretty niche in the west, and DAMM was always more of a cult classic than a massive blockbuster.
Then again, we are living in a bit of a golden age when it comes to remasters and rereleases. If the Shrek 2 game can get rereleased, hell if fucking Bubsy 3D can get rereleased anything can at this point. You just know they’re going to rerelease Shrek SuperSlam at some point too. As they should since that game slaps. I’m not joking, that game fucking rules.
So it’s actually not too surprising to see this game come back. I mean Godzilla is in a pretty good spot right now thanks to the recent movies. And with Godzilla Minus Zero out in cinemas at the time of writing it seems like the perfect time to release this. You know despite everything else coming out around it. But is the remaster any good or is it another botch job. Because sometimes you get a Battle for Bikini Bottom Rehydrated, sometimes you get a XIII Remastered.
Thankfully Destroy all Monsters Melee Remastered leans into the former category. This is a very good remaster of a pretty decent Godzilla fighting game. Although it’s a remaster that focuses more on being a faithful recreation of the original rather than trying to improve it in any way. There are some changes, but fundamentally this is Destroy all Monsters Melee as you remember it.
Only now everything looks a lot better. The remaster gives DAMM a very nice new coat of paint. The monsters certainly look a lot better with more detail that makes them more closely resemble the original films. The stages also have a lot more going on with them. Not only does the added fidelity make it easier to see the people and military on the ground while you’re destroying everything (which is kind of morbid when you think about it but it does fit the theme) but each stage has its own weather effects.
You can play them during the day, at night, or even when they’re overcast. Finally, we can have a lore accurate London stage. These don’t change the actual layout of the stage, but they do change the atmos. Playing a stage at night just hits different than playing during the day you know. The day and night thing was in the original game too, but the weather settings are new. I kind of wish they went further with this. Add a snowy setting or a sunset version, something like that.
What we have though is still perfectly fine. It’s nice being able to play the game with these kinds of settings. It helps add some visual variety to the game. Regardless of what you pick though the remaster generally looks a lot brighter with a more vibrant colour palette than the original. Which may or may not be a good thing depending on who you ask.
While I think the game overall does look better than the original, it doesn’t have the same vibe. The original had a grit to it; a bit of a darker slightly edgier tone which made it more in line with the actual Godzilla films. A good comparison of this is in the menu designs of both versions. The original had a volcano like aesthetic to it that felt pretty intense, while the menus in the remaster are a typical streamlined menu design with bright colours and a heavy sci-fi aesthetic.
It’s not bad by any means, but it lacks the same character that the original had. Which is an ongoing issue with modern gaming but that’s another subject. The original menu’s felt like they were trying to invoke the intensity of a classic kaiju movie. The new menu’s feel like they’re going for a more comic book style. Which does still work since Godzilla has a long history in comics, and it could be argued this is leaning more into the Monsterverse style, and I always thought those felt more comic booky.
I don’t think this is better or worse, it’s just different. Which is going to throw off some hardcore fans of the original. I mean let’s be honest this is being sold on nostalgia, and when you do that people will scrutinise every little detail and compare it to the original. That is the risk you make when relying on that kind of thing.

Overall though I’d say the game does look better. The original was admittedly not a looker, and this new version does look a lot nicer with better monster designs and animations. The original vibe is missing to an extent, but you can’t deny the work that went into the remaster.
That said, there are two parts where I think the remaster comes up short visually. One is the effects. Most of them look fine, but they do look a little flat compared to the originals. The Rage effect in particular doesn’t have the impact the original did. This game did not have a big budget, and it shows in the effects. Those could have been touched up a bit.
The second is the Vortaak. These are the alien race that are part of the games story. The plot is basically aliens come down, take over the monsters except one, lone monster goes to beat up everyone to save the day then go home and fuck the prom queen. It’s a clear homage to the Showa era movies. Which often dealt with this kind of b-movie shit. The design of the Vortaak being in line with the kinds of aliens you would see in those kinds of movies. Just take a look.

See, very b-movie like design. Now compare it to the remaster design.

That looks like a Nickelodeon character, not a Godzilla character. I actually do like the new story cutscenes in terms of animation. I think they are a lot better in that regard, but they’re almost too animated. They look too cartoony and don’t fit with the games tone and style.
It doesn’t help they reuse the voice over from the original game. That voice worked for the original but really stands out when combined with this new design. The game reuses a lot of the voice lines from the original, which is fine since they still sound good and as I said this didn’t have a big budget behind it. Got to save costs wherever you can. The announcer still suits the game perfectly, and every monster has their iconic roars, so it’s got the important part down.
The music is not particularly memorable or catchy, but it’s fitting enough. It sounds like music you would hear in a Godzilla movie, which perfectly fits what the game is going for. The sound effects though can sound a little off at times. They’re decent for the most part and have a nice punch to them, but sometimes they have a little too much punch, literally. The missiles in this game sound like they’re punching what they hit. It sounds very weird, but it is very funny. So I can’t be too mad at it.
So presentation has some issues but is still overall positive. I think the remaster gets enough right when it comes to that aspect. As for the gameplay, it is a faithful recreation of the original game. For those who never played DAMM before and don’t know what it is, it’s an arena fighter. A genre of 3D fighting games that focus less on tight combat systems in favour of larger battlefields and easy pick up and play gameplay. It’s a party brawler essentially.
Because of that the combat is pretty simple. You have four main attack buttons, punch, kick, and pierce which uses each monster’s unique appendage like their tails or wings or Destoroyah’s energy horn. You can combine these into combos, but this game isn’t really combo focused. You won’t be doing Tekken style juggles or anything like that. Most combos are short and it’s really more about getting big heavy attacks and throws. It’s all about big damage.
You also have a weapon button which uses each monster’s special moves which costs energy to fire. You can hold it down for the big beam like Godzilla’s Atomic Breath or press it to do a smaller special attack like a fire ball or short-range blast. Though some monsters lack a secondary special in favour of having air beams, and the mechs have access to a small stock of missiles they can fire. Though these don’t refill like energy does.
You also have a jump button, though you’ll not use this to actually jump much. You’ll mostly use it for short hops to help with positioning. There isn’t a lot of aerial mobility in this game. It’s strictly a ground game. The only time you’ll ever jump is either to use an aerial attack, or to allow characters with wings or jet boosters to hover in the air. Although flying is slow as hell unless you’re Rodan, so you won’t be using this to move around much.
Movement in general is a little weird to get used to. When close, monsters move pretty slowly. Like they’re taking small steps to size each other up. There is free movement, but when close you need to get a bit of a running start first or hold the crouch button which also lets you just start running right away. Not sure how that works but that’s how it be. This takes some getting used to, but it feels alright once you do.
Admittedly this game is a weird arena fighter since it feels like a bit of a halfway point between those and a more traditional 3D fighter. It feels more designed for 1v1 matches than it does big four player party brawls. That option is still there, but it feels more like a bonus. Like it’s something they added for fun rather than it being the main attraction. That’s always how it felt in the original and that doesn’t change here.
See this game uses a Smash Bros style input method for the heavy attacks. Hold a direction and press the button to get different attacks. This works fine in 1v1 because the game will try to keep a side-by-side view so you can better get the moves you want. It’s not perfect, but it is consistent enough to not be too much of a problem.

If you have three or four players though the camera is more zoomed out and obviously it would be impossible to keep any kind of side view. But the moves don’t change depending on the camera angles and this can screw with your muscle memory.
You know how in Street Fighter the Hadoken motion is a quarter circle forward. If you’re on the left the motion is done to the right, and if you’re on the right the morion is to the left because that’s the forward direction based on how your character is facing. If you play a lot of fighting games, even casually like me, this becomes instinctual.
DAMM does work like this, but only if you’re facing to the side. If you’re facing up or down, which will happen a lot in an arena fighter, then it kind of gets confusing on which direction does what. Which makes anything other than the 1v1 mode into a bit of a button masher. I mean I can’t keep track of this shit, so might as well go crazy-go-nuts.
It does work well enough. The chaos is part of the fun in these kinds of games, and let’s be honest no one takes four player brawls all that seriously anyway. Even competitive Smash limits things to 1v1 matches. Basically, the 1v1 mode leans into being a more “traditional” 3D fighter, to an extent anyway, and it feels like that was how it was meant to be played. Anything beyond that is just a fun extra you fuck around with at meet ups.
Everything feels heavier and slower than a traditional fighter, but that makes sense. You’re playing as kaiju for God’s sake. You would expect these giant stompy death machines to feel a bit heavy than a typical fighting game character. And the added weight and power behind the attacks does make each hit feel satisfying. Seeing these mammoth monsters be tossed like ragdolls in the air will always be entertaining. It may defy physics, but fuck science I’m having fun.
The combat as I said is very simple. It can be a bit of a button masher and it is lacking a lot of the complexity from something like Tekken, DOA or even Bloody Roar (another fighter that needs to come back someday), but it is very fun. It’s an easy game to pick up and play for anyone of any skill level. So this makes for a fun game to put on for those who aren’t that good at traditional fighting games.
That said there is a surprising amount of depth. That crouch I mentioned can be used with the block button to guard low attacks. Meaning you actually have some high or low mix-ups to deal with. Which is not something you often see in games like this. You can also OTG and even air juggle in certain situations. So there is sauce to the combat, it’s just very straight forward mechanically.
The real depth comes from the characters and how you interact with the stages. As befitting for a Godzilla game, the stages are all cityscapes based on famous cities around the world. From London to L.A to Tokyo, obviously, and even San Francisco. Yeah, you can demolish San Fran in this, can you see why this is a cult classic?
There are tons of buildings that can not only be tossed around as a makeshift projectile, but you can also use larger buildings to defend against enemy projectile attacks. The stages have a lot of tight spaces between buildings and slight elevations that hinder movement you need to be aware of. It makes them feel less like traditional fighting game stages and more like actual cities you’re stomping around.
And, of course, they are entirely destructible. I think this is the main requirement when making any kind of giant monster game. There’s something psychotically satisfying reducing these great cities to rubble. Especially when it involves throwing giant monsters into skyscrapers. How can you not love doing that.
If there is an issue with this, it’s that the game isn’t clear on what buildings can be picked up and which ones can’t. You can only pick up some of the structures in the stages. They do glow when nearby to indicate what you can interact with, but it’s not clear without that. I look at some buildings and think I can pick them up, but the game doesn’t let me. It’s not as clear as I would like. I wish throwable buildings had a more consistent design or tell to make it easier to distinguish them. Maybe you make them yellow, that seems to be the meta these days.
I can’t be too harsh though because all this helps make the fights feel more like an actual giant monster battle. Like the ones you see in the movies. The goal with this game seemingly being to make it an arcade style brawler mixed with a kaiju simulator, and it succeeded at that in large part due to the stages feeling like actual places. As best as they can be in a game like this at least.
Then we have the monsters themselves. Each of the eleven playable characters have their own playstyle. With some even possessing a gimmick or trait to help them feel more unique. Gigan can teleport, Megalon can dig underground, Rodan can fly fast through the air, Mecha Ghidora has a shield that absorbs energy attacks, Destoroyah can use energy for his powerful pierce attacks, and so on and so forth.

Every monster plays differently with their own fighting styles. Except for Godzilla and Godzilla 2000 who are basically clones of one another with slightly different stats. So they’re basically like Ryu and Ken in the original Street Fighter II. There is also two Mechagodzilla’s and Ghidora’s, but those have more differences between them, so I don’t consider them complete clones.
Also, fun fact, Kiryu or Mechagodzilla 3 as he was originally called wasn’t in the GameCube original. He was added in the Xbox version. So if you only played it on GameCube like me then he’ll be entirely new to you.
It’s also worth noting that the main Mechagodzilla was changed in the remaster. In the original it was based on the Heisei era version, but the remaster changes it so it’s the Showa era version. Which makes more sense considering Mechagodzilla is the final boss and the Showa version was the one that was actually made by aliens. This is purely a cosmetic change though. He plays exactly the same, so if you were a fan of him in the original you don’t need to worry too much.
Now is this roster balanced? Fuck to the no it ain’t. Honestly, it’s pretty unbalanced with the chicanery some characters can pull. Anguirus has a spiky shell that can outright negate attacks and damage anyone that hits him from behind, the mecha characters have armour against stun and Mecha Ghidora in particular is fucking ridiculous.
He’s weak to energy attacks but has a shield that makes them heal him and his missiles blocks the energy bar from increasing, How in the world is that fair? Yeah, his shield costs energy, but that’s not much of a detriment since it builds quickly and he can just run away or tank attacks with his armour. This is some bullshit character balancing right here.
Then you have Rodan, poor Rodan. He’s supposed to be the fast but weak character, but he’s so weak that he can’t do much of anything. All you can do is take pot shots and use hit and run strategies because not only is his damage pitiful, but he can’t take a hit to save his life, literally. I feel sorry for the guy because he plays like he should, but it feels like the game straight up hates him.
So, yeah, the game isn’t exactly what I would call competitively viable. I know this game has a competitive scene, but every game with a multiplayer element has some kind of competitive scene. Even Dragon Ball Budokai Tenkaichi 3 has one and that game is so unbalanced it makes the California fault line look stable. Never underestimate the insane tenacity of the FGC to make anything a competitive game.
No, this game isn’t made to be competitive. This is very much a party game designed to be played with friends. It’s more focused on making the characters fun than balanced, and you know what, it succeeds at that. I had fun with pretty much everyone. Even Rodan, as weak as he is, can be enjoyable once you get his flying down.
As a party fighter, Godzilla DAMM is pretty good. Like any good party game the skill floor is low enough that anyone can play it and have fun. While there is enough depth that allows some level of skill, DAMM will add items into matches to help less skilled players even the odds. Or it can help skilled players press the advantage and be a dick. It’s a party game; it’s required it let people be assholes.
These items aren’t too crazy. Aside from health and energy pick-ups, you also have a power up that summons Mothra for an air strike, nice that she was included despite not being playable, and a Rage power-up that boosts attack for a short time and lets you access each monsters Rage Attack. Basically this games version of traditional super moves.
Not exactly the most creative items, but they can add a fun chaos to the battle. Especially when you and your opponent’s scramble to get one. That is if you can see them. With how big these stages can get, and trust me they can get pretty fucking big, there will be instances where a power-up spawns, but you won’t be able to see them.
The remaster does try to address this by zooming the camera out a bit more, but this will still happen on occasion. Still, I appreciate the new camera. It makes it much easier to take in the battlefield. It can bug out on occasion, but I only noticed this when backed into tight spaces on Monster Island. It works fine in most instances.
Another area where the remaster improves things is in the speed and responsiveness. Now I will admit it has been quite some time since I played the original game, but I remember it being pretty clunky and a little slow. So I thought the remaster felt a little snappier. Still heavy, but it felt a little smoother to play. I won’t say it definitively does, but that’s how it feels based on my memory.
Even as a party fighter though it does have some issues. One that has always pissed me off with this game even as a kid was the goddamned army in the game. Because like any good Godzilla fight the army has to ineffectually get involved at some point. The basic tanks and planes aren’t so bad, I mean when are they ever in these situations right, but I hate the freeze rays.

It always happens. You’re having a fun match and then from out of nowhere you get hit by a freeze beam that stops you in place. At best it just slows you down, at worst it opens you up for attack. They always sneak up on you at the worst possible times and I hate them. Now you can pick them up and throw them which also freezes anyone it hits, but you’ll only be able to see them after you’ve been frozen at least once anyway, so they’re still a nuisance.
I know what you’re thinking, if they’re so annoying why not just turn them off. Well that’s the thing, you can’t. The only way to avoid them is to play on a stage where they don’t appear. There’s no option to disable them which is probably my biggest issue with the game.
You can’t customise the game much. You can change the AI difficulty, but you can’t change round numbers, times, or even edit the control scheme. You know, basic features that have been in fighting games since the genre’s fucking inception. How in the world do you not have them? That’s a major omission.
You do still have options in multiplayer. You can do a standard 1v1 match, a point-based melee match for up to four players, or Destruction where you and up to three other people try to destroy as much of the stage as possible to get the most points. These are all fine options to have, especially Destruction which can be surprisingly addicting, but the fact you can’t alter them in any way is a bit of a disappointment. You can at least play in teams for 4-player matches though. So at least there’s that.
Still, as a multiplayer game, it’s good fun. And with the online feature it makes it easy to play with friends even if you can’t sit down with them like you used to. Getting old fucking sucks I know. I haven’t personally tried online yet since, with a certain other remaster I need to get to, I don’t have the time. But I’ve heard it runs ok even if it is a little basic.
Which is good because the online is probably what most of you will spend your time on. Because this games single player offerings are not exactly robust. You have four modes to pick from, Adventure, Destruction, Survival and Training. And credit where it’s due, it having a training mode at all is an improvement over the original. For some reason that never had one and I never understood why. It’s basic as hell, but at least it has one now.
The other modes aren’t much to write home about. Survival is, well, a survival gauntlet. It’s in pretty much every fighting game and this one doesn’t do much interesting with it. Destruction can be enjoyable, but in single player your limited to a single city that rotates every couple of days. I don’t know why they did this when the multiplayer version lets you pick which one you want, but that’s how it is. It’s very stupid and it makes the mode feel repetitive.
Adventure is the main mode and it actually has a few options. Adventure Classic is the one from the original, a standard arcade ladder. You get the same ending for each character, which sucks, but each character does have their own order they fight everything in. Same with Survival. I guess this helps with variety, but it makes replaying them dull because it’s the same routes every time.
Then there’s Adventure Gauntlet which is a series of 2v1 matches, and Adventure Challenge which is a series of battles with more unique rules and gimmicks. These are both fine, although I prefer Challenge over Gauntlet since it’s far more interesting, but there’s a problem. You have to unlock them by reaching a specific level with each character.
For some baffling reason the remaster adds an RPG like levelling system to the single player. As you play each mode monsters earn points and level up which makes them stronger. Which just ends up unlocking things they have in the multiplayer by default. I have no idea why they did this. It really doesn’t add anything. All it does is add an unnecessary grinding aspect to the game that it didn’t need. Listen, I understand the need to extend game time but there’s a right way to do it. This is not the right way to do it.
The whole single player is just one big grind. Because the only reason to play it is to unlock stuff for multiplayer. I like that this game brings back unlockables since I find myself missing those after the DOA retrospective reminded me of their importance, but this game’s unlock system is pretty bad. The lack of customisation options is probably the worst aspect, but the unlock system is what pissed me off the most.
The way it works is you have research subjects that you can earn points for by playing the game. Get enough and you unlock something new. Sounds simple, but to unlock research subjects you need to complete rumours which are like mini challenges that require you to perform certain actions like reach certain levels with specific characters or just play a stage a certain number of times. Doing these will unlock research subjects, but rumours will unlock only if you complete other rumours or research subjects. So you complete the rumours to unlock the research subjects to unlock other rumours to get more research subjects.
This is unnecessarily convoluted. What was wrong with the original game’s unlock method? All I had to do there was play Adventure mode over and over. Yeah it was repetitive, but it was simple and easy to understand. This is just confusing and tedious. Because the rumours can not only take a while to finish, but the amount of points some research needs is ridiculous. It’s just a fucking grind fest and it gets old fast.
The sad part is it could have worked if they just picked a lane. I don’t mind grinding for points, it’s tedious but it’s not too hard once you get into a system where you get a lot of points very quickly. Pro tip, play Survival with Gigan, you’ll get everything in no time. I also don’t mind the rumours since it actually makes you play the other modes and stages to finish them. It’s a lot like how Smash Bros handles it’s unlockables, and I really like that system.
But you need to pick one or the other. Having both just makes it way more time consuming. Which might have been the idea since it creates the illusion of content, but it is not fun to unlock everything. You’ll be playing the same modes over and over just to get everything. It is very repetitive, and it brings the game down several points since you need to do all of it to make the multiplayer more robust. I miss cheat codes.
Thankfully there is a Tournament option in the settings that will unlock everything while it’s on. There are limitations with it, you can’t play online for example, but at least this lets you play locally without needing to grind for everything. It’s not perfect, but at least it helps a little bit.
Godzilla Destroy all Monsters Melee Remastered is a perfectly good version of a pretty decent party brawler. Despite my misgivings with the single player and unlock systems, I still really enjoyed the game. It’s a fun party brawler that’s received a very nice graphical update, and it’s a game worth picking up for anyone who wants a good Godzilla game.

I played the Switch 2 version, and that version is very good. There was one very specific instance of slowdown but that’s the only hiccup I had. I’ve heard of some bugs other players experienced, and I can imagine the online probably has more issues, but the base game runs perfectly fine on Switch 2 so any version you pick up is probably fine too.
The one thing preventing me from wholeheartedly recommending this to people looking for a good kaiju brawler is competition. There’s another kaiju themed fighter that’s been out for a while named Gigabash which I find to be a much better game. A review for another day perhaps, but it’s an excellent game that not only includes original monsters, but also includes several Godzilla monsters, Ultraman, and fucking Gamera. It’s the ultimate love letter to the genre.
Mind you that game is way pricier considering the amount of DLC it has. So Destroy all Monsters Remastered might be better if you’re on a budget. Although this game does have day one DLC for the digital deluxe extra’s. It just gives you some extra skins, a 1954 filter which makes it look like the original film which is a really cool addition, and the boxing ring stage from the Xbox version. Nothing too spectacular, and even with that it still comes out cheaper than buying everything Gigabash has.
I would still recommend both though since they are different enough to have their own unique appeal. Plus, if you are a Godzilla fan then you’ll still want to pick this up. It’s a clear love letter to the series that should appeal to any fan of the big G.
I hope it does well, then we could hopefully get a remaster of Save the Earth or, better yet, a brand new Godzilla fighting game. With how the franchise has evolved since DAMM first came out, we have plenty to pull from for a new game. I admit this is a fleeting hope, but if Godzilla can win an Oscar anything is possible. Just make sure you include King Kong next time. We’re long overdue for that matchup in videogame form.



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