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GODZILLA The Game [PS4] - Ah, good times. Good times. Essentially a #Godzilla action-game simulator that emulated the classic Toho films. Originally released for the PS3 back in Dec 2014 before being ported over to the PS4 during 2015 within a next-gen definitive edition with expanded content, kaiju, and...

26,227 次观看 • 1 年前 •via X (Twitter)

9 条评论

Mecha King Ghidorah 的头像
Mecha King Ghidorah1 年前

I'd kill for a copy of it

GORMARU 的头像
GORMARU1 年前

Best bet would be to hit up either GameStop stores, or to import any affordable copy of the Japan version "Godzilla VS" PS4, which might be easier to do possibly.

👾MrFlare👾 的头像
👾MrFlare👾1 年前

@Mr_goji54 Wish they brought this over to the Switch or maybe did a remake of Godzilla Unleashed.

InkBendy_1954 的头像
InkBendy_19541 年前

I still have this game and it was my first Godzilla game I ever played on console and I love it to death

𝕐𝕒 𝕓𝕠𝕚𝕚 𝔻𝕚𝕘 的头像
𝕐𝕒 𝕓𝕠𝕚𝕚 𝔻𝕚𝕘1 年前

Shame you have to mortgage your house just to buy it though 😭

Vazrick | Tiefling VTuber 😈 的头像
Vazrick | Tiefling VTuber 😈1 年前

Still have my copy and play it from time to time

Godzilla2005 的头像
Godzilla20051 年前

I really hope we get a new Godzilla game!

Tim 💀 的头像
Tim 💀1 年前

still gutted that they kept this as a playstation exclusive

Ryuji Dread 的头像
Ryuji Dread1 年前

Wish they would port this to PC. Game was way ahead of it's time.

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Simon Pegg explains the comments he made last week about the Godzilla series. “Hi. I received a little blowback last week after my comments regarding my praise of Godzilla Minus One and my dismissal of non-Japanese iterations of Godzilla. Got picked up by a couple of websites and stuff, and then there was obviously discussion. I thought I'd clarify what I was saying so that the argument is just out there and with clarity, and then can be dismissed or embraced or discussed forthwith. I feel like Godzilla is a really important national symbol for Japan. I think he's a very potent psychological signifier that emerged in the wake of their experiences during World War II. Not least Hiroshima and Nagasaki, but not just those things. Obviously, he's very much a manifestation of atomic destruction. He's radioactive, he's unstable. He causes huge damage. But also, I think there is a degree of national introspection regarding the Japanese sense of guilt after World War II. It's a feeling that a lot of victims of violent abuse suffer. It's a sense of, did I deserve it? Did we bring this on ourselves? I think that's why Godzilla attacks Tokyo and Ginza and isn't on some revenge tip, destroying America. He's all about self-flagellation. He's a really complex reflection of how the national cultural subconscious was at the time of his first appearance. The Japanese were wrestling with a lot of things. In that respect, he's one of the most fertile and interesting expressions of collective introspection that there is in the entire history of cinema, I think. He's incredibly significant to that group of people. To everyone else, he's just IP. To everyone else, he's just a monster. Godzilla is a word that represents the potential for brand recognition. In anyone else's hands, he doesn't have the same power. The best way I can describe it is, imagine if someone that you really loved was hit by a bus, and in order to cope with that tragedy, you wrote a beautiful song which summed up your feelings about the situation, enabled you to have some emotional catharsis, and helped you cope with what had happened. Then somebody remixed that song into a dance hit, and it became really popular in all the clubs, and everybody was dancing to it and having a great time, not really knowing the full significance of the song or experiencing the same emotions you did when you wrote it. The sweet melody had been lost in all the… It became incredibly popular for a completely different reason. Now, imagine if that remix had been made by the bus driver.”

Kaiju No. 14

157,521 次观看 • 2 年前

You can't compare Cyberpunk 2077 launch to GTA 6 and here's exactly why Cyberpunk 2077 was the CDPR's first installment to feature a futuristic city with tons of NPCs and fast moving cars, something which was never done before on Witcher games. The gameplay video from Cyberpunk 2077 shown off in 2019 had a clear text showing "work in progress - does not represent the final look of the game" After the launch disaster of Cyberpunk 2077, Marcin Iwiński also explained that the reason the game had so many bugs is that the game was designed for PC first in mind, then scaled down to consoles that still had a hard drive (PS4 and Xbox One) an extremely difficult task on its own, combined with the fact that the game development progress took a major hit during the pandemic. Rockstar Games on the other hand has a much different engine and experience working on large scale open world game filled with tons of NPCs and fast moving cars, including the fact that they're developing this game for current gen consoles first, then scaling it up for a PC release not vice versa. Are we guys suddenly forgetting the fact that Rockstar Games managed to get GTA V running on a PS3 console which had 256mb of VRAM and 256mb of RAM at that time? The reason Rockstar Games has shown zero gameplay of GTA 6 is because historically they save the gameplay showcase before the game launches, GTA 6 Trailer 2 came out in 2025 and all footage for that Trailer was captured on a base PS5 with a mix of gameplay and cutscenes. They'll obviously show off more gameplay on August 27th, but comparing Cyberpunk 2077 to GTA 6 isn't exactly fair for both companies. On one hand, it was CDPR's first time making that kind of genre of a game and on the other hand, it isn't Rockstar Games first time making a Grand Theft Auto game.

NikTek

104,273 次观看 • 1 个月前

To all the Dense & Uneducated Pretendo fans complaining about #NintendoSwitch2 Game KeyCards: - Game KeyCards require a ONE time download - Game KeyCards are NOT tied to an account - Game KeyCards are NOT tied to the eShop - Game KeyCards function exactly like regular game cards - Switch 2 has only TWO card options available(For now) to Devs - 64GB Regular card & Game KeyCard - NS2 Cards are more advanced tech and more expensive to make than NS1 Cards - Game KeyCards reduce development time as 3rd Parties do not have to include Card production - Game KeyCards gives NS2 FULL content, Feature, and Visual parity for 3rd party games since Devs do not have to downgrade/Strip a game to fit on a 64GB Card. Large games & high-quality assets are very difficult to fit on a 64GB game card - Game KeyCards insures game pricing parity with other consoles. Otherwise, the production cost will be passed on to you in the form of a higher price for the same game on other consoles. Unless 3rd party is confident the production cost will be offset by High sales of the 64GB game card -Without the invention of Game KeyCards you would see digital only 3rd party games or, Most Likely, 3rd party games not released on Switch 2 at all - NS2 game cards & Game Keycards will balance out as production costs drop over time, and Nintendo will be able to make higher capacity Game Cards - Nintendo invented Game KeyCards as a roadblock to stop the push for a digital only games industry - Anything you can do with a NS2 Physical game card, you can do with a Game KeyCard So please STFU with the lies, misinformation, and delusional BS. ENJOY the best & equal 3rd party support on Nintendo console in DECADES, and let this situation play out like it's supposed to 🫶🏽

NintenGOD

22,008 次观看 • 1 年前

I ditched Unreal for AI. Kaiju Engine is a completely AI written replacement. To prove it was ready for production, I tested it by recreating and porting my old game, Firefall, into Kaiju, purely from the Steam download, no source. And it worked. Real game code is messy, full of difficult details and compromises. If our engine could handle a commercially released game, it proves you can ship a game with it. We're developing 2 orders of magnitude faster (93x) by lines of code and features. We have fewer bugs, and iteration is super fast. Build times have gone from 30 mins (Unreal) to 36 seconds. Feature rate is through the roof, days instead of months. Our original engine for Firefall took 2-3 years and cost over 5M to build (adjusted). Our new engine was written in 5 months for a couple grand. We built only what we needed, with none of the Unreal bloat. And we added some features: - Modern meshlet based rendering with PBR. - Vis Buffer/Forward+ with clustered lighting. - Id Tech 5 style megatexture streaming. - Planetary sized renderer (entire solar systems possible). - Seamless flight from ground to orbit and space. - No loading screens. - Procedural planet generation with plate simulation. - Client/Server at all times. - Ozz for animation. Jolt for Physics. - Companion Blender plug-in for AI directed asset exports. - 140fps currently, 200-300 projected after optimizations. You can see Firefall's assets and levels ported over into our engine in the video. Texture resolution and pop-in are limitations of the original game (high rez CDN based textures were lost when game went offline, fog hid the original's pop-in). Our meshlet renderer will be able to do much better with LOD and already supports high rez textures. I used Grok/Codex/Claude to tag team the code. This is not just a boon for indie games, it's a real game changer for game preservation. The reaction to seeing this 10 year old discontinued game revived is very emotional for Firefall fans. But we're not just preserving Firefall, we're going beyond, creating an original game that is the spiritual successor, Em-8ER. Gliding, jumpjets... it's all coming back. Moving past Unreal let us move much faster, without the bloat, and with better performance. If you want to signup to follow news on the game, sign up is free at

Grummz

357,432 次观看 • 1 个月前

"Looks like it got a little hot out there, sir!" Wing Commander (1990) is often considered one of the earliest "AAA" games, even though the term itself didn’t exist yet. Chris Roberts’ game reportedly cost about five times more to develop than a typical hit title of its era, making it by far the most expensive game at the time, and raising eyebrows everywhere. It featured very advanced graphics, digitized speech, a cinematic story campaign with branching paths, countless cutscenes, and a “Star Wars in space” feel that made it stand out massively. At times, it genuinely felt like you were starring in an interactive movie rather than "just" playing a game. Its success raised the bar for the entire industry. Publishers were now forced to invest far more in production quality, bigger budgets, and marketing. Wing Commander sold millions of copies, and helped establish the space sim genre. The game not only paved the way for even larger budgets in its own sequels, but it also pressured other developers and publishers to keep up. Whether this was ultimately good for the industry could still debated today. On one hand, it started an era of cinematic, high-production games. On the other, it made it significantly harder for small teams and low-budget titles to compete, effectively throttling the kind of creativity that had been a hallmark of 1980s game development. With the birth of Wing Commander, the industry had entered a whole new territory.

exQUIZitely 🕹️

23,279 次观看 • 4 个月前