Godzilla: Unleashed
Important: Game may not include original DLC, bonus-content, online-pass, season-pass, or other digital redemption codes. Any included codes may have already been redeemed or expired.
Preorder and launch bonuses, promotional or bonus inserts, and bundled bonus-game downloads are not guaranteed. Content supplied on the game disc or cartridge is unaffected.
Stage a city-sized Toho monster battle
Godzilla: Unleashed is a 3D arena fighter built around enormous monsters colliding in destructible cities. The Wii version’s roster contains 23 creatures drawn from Toho films and original game designs, with Godzilla joined by allies, rivals, mechanical weapons and alien threats. Matches are not confined to a narrow ring: streets, towers and landmarks occupy the same space as the fighters, and the environment can be smashed, climbed around or used during a struggle. The scale is the appeal. A successful attack sends a creature through buildings, beam weapons cut across a skyline, and a four-monster confrontation can turn an intact district into debris before the winner is decided.
Use buttons and motion for heavy attacks
Movement comes from the Nunchuk’s analog stick, while the Wii Remote and Nunchuk combine button presses with directional motions. Basic strikes, heavier swings, kicks, grabs and throws have different timing and range. Nearby objects and opponents can be seized and hurled, and many monsters bring a signature beam or projectile attack. Jumping, blocking and repositioning matter because the camera must keep several giant combatants readable at once. The system feels deliberately weighty: these creatures do not move like martial artists, and long attack animations can leave an opening. Learning a monster means understanding reach, turning speed, energy use and which attacks remain practical when another creature closes the distance.
Destruction is part of the resource game
Buildings are more than scenery. Destroying structures changes the available space and can reveal power-ups or crystals, while the rubble removes cover and creates new lines for beams and charges. Energy resources govern special attacks, so firing continuously is not always the best answer. Certain crystals affect a monster’s condition, and Critical Mass temporarily increases size and power after the required energy is absorbed. Because multiple fighters may pursue the same resource, the arena can shift from a duel into a scramble over a newly exposed pickup. Effective play balances damage against opponents with awareness of what the collapsing city is making available.
A branching story shaped by allegiance
Story Mode is not a single fixed sequence. Monsters are associated with broad factions, and decisions made around battles can change alliances, opponents and later events. A creature might help another combatant, break an alliance, pursue an objective or focus entirely on domination. Those choices influence which scenario follows and how the campaign concludes. The branching structure invites replays with a different faction or a different response to the same crisis. It also suits the license: Earth defenders, military machines, alien invaders and mutants do not share the same motive even when they occupy the same battlefield. The story provides a reason for unlikely confrontations without pretending every monster is following one heroic path.
Unlock more of the roster and arenas
Campaign progress earns store points used to expand the playable selection and open additional material. Some monsters, stages and gallery items require story completion or particular events before they become available for purchase. This gives solo play a longer goal than reaching one ending, especially because a different faction path can expose encounters missed on the first run. Players who want to experiment can also use in-game codes, but ordinary progression is built around completing battles, earning points and revisiting Story Mode. The result is a roster-driven loop: learn one monster, unlock another, then replay familiar cities with a different movement speed, beam pattern and close-range style.
Move from Story Mode to local brawls
Separate battle options support one to four offline players on the same Wii. Free-for-all matches create shifting temporary alliances, while team arrangements make target selection and spacing easier to coordinate. Computer-controlled monsters can fill out a confrontation when fewer people are playing. Because every active player needs a compatible Wii Remote and Nunchuk setup, a four-player battle requires enough controllers and physical room for motion input. The local modes focus on immediate monster selection and arena combat rather than branching story decisions, making them suitable for shorter sessions after stages and creatures have been unlocked.
Presentation favors scale and recognizable powers
The cities use widescreen presentation on compatible displays and frame the fighters from angles that emphasize their height. Recognizable roars, energy beams and creature silhouettes do much of the character work, while environmental destruction supplies the spectacle between signature attacks. The visual density can become chaotic when several monsters and collapsing structures share the screen, but that confusion is also part of the fantasy of a kaiju disaster. Each fighter’s movement and sound help distinguish machines, agile creatures and heavy bruisers even before the player studies the move list. The Wii release is a distinct implementation from the PlayStation 2 version, especially in its motion-oriented control scheme and four-player support.
Exact Wii release and listing facts
This listing is the North American Wii optical-disc release dated December 5, 2007, developed by Pipeworks Software and published by Atari. The live UPC is 742725275539. ESRB rates Godzilla: Unleashed E10+ for Fantasy Violence and lists No Interactive Elements. The game supports one to four players offline and uses a Wii Remote with Nunchuk. No online service is required or promised. The accepted source record also identifies a PlayStation 2 release, but its controls and simultaneous-player support differ, so those details should not be substituted for this Wii edition. Widescreen 16:9 support is recorded for the Wii version; regional PAL 50/60Hz entries do not redefine this North American copy.
More game data: releases, identifiers & technical details
Regional release records and identifiers for Godzilla: Unleashed | Nintendo Wii.
Release and technical facts
| Fact | Value | Release / platform | Source |
|---|---|---|---|
| Published by | Atari, Inc. | United States, Canada | MobyGames |
| Developed by | Pipeworks Software, Inc. | United States, Canada | MobyGames |
| Licensed by | Toho Co., Ltd. | United States, Canada | MobyGames |
| Published by | Atari Europe S.A.S.U. | United Kingdom | MobyGames |
| Developed by | Pipeworks Software, Inc. | United Kingdom | MobyGames |
| Licensed by | Toho Co., Ltd. | United Kingdom | MobyGames |
| Media Type | Wii Optical Disc | Wii | MobyGames |
| Video Modes Supported | Widescreen (16 x 9) | Wii | MobyGames |
| Video Modes Supported | PAL 50Hz | Wii | MobyGames |
| Video Modes Supported | PAL 60Hz | Wii | MobyGames |
| Input Devices Supported/Optional | Nunchuk | Wii | MobyGames |
| Input Devices Supported/Optional | Wii Remote | Wii | MobyGames |
| Number of Offline Players | 1-4 Players | Wii | MobyGames |
| Genre | Fighting | North America | PriceCharting |
| Also compatible on | Wii U | North America | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | North America | PriceCharting |
| ESRB rating | Everyone 10+ | North America | PriceCharting |
| Player count | 1 player | North America | PriceCharting |
| Publisher | Atari | North America | PriceCharting |
| Also compatible on | PAL Wii U | PAL | PriceCharting |
| Developer | Pipeworks Software | PAL | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | PAL | PriceCharting |
| Genre | Action & Adventure | PAL | PriceCharting |
| Player count | 1 player | PAL | PriceCharting |
| Publisher | Atari | PAL | PriceCharting |
Regional releases
| Release date | Region / edition | Source |
|---|---|---|
| 2007-12-05 | United States, Canada | MobyGames |
| 2008-02-22 | United Kingdom | MobyGames |
| 2008-02-22 | PAL | PriceCharting |
| 2007-12-05 | North America | PriceCharting |
| December 5, 2007 | North America | PriceCharting |
| February 22, 2008 | PAL | PriceCharting |
Catalog identifiers by release
| Identifier | Code | Region / edition | Source |
|---|---|---|---|
| UPC-A | 742725275539 | United States, Canada | MobyGames |
| Nintendo Media PN | RVL-RGZE-USA | United States, Canada | MobyGames |
| ASIN | B000R1A0L6 | United States, Canada | MobyGames |
| eBay Product ID | 58194600 | United States, Canada | MobyGames |
| upc | 742725275539 | North America | PriceCharting |
| asin | B000R1A0L6 | North America | PriceCharting |
| epid | 58194600 | North America | PriceCharting |
| upc | 742725276178 | North America | PriceCharting |
Data by MobyGames.com · Catalog data: PriceCharting