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Godzilla: Unleashed | Nintendo Wii

Godzilla: Unleashed | Nintendo Wii

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State of Item
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Brand New/Sealed
Brand new, unopened, factory sealed.
Complete in Box
Pre-owned game, original manual, and original box or case. Other inserts may be missing. A damaged or missing case may be replaced.
Game & Case
Pre-owned game with a case and original artwork. A damaged or missing case may be replaced. A manual is not included.
Custom Case with Game
Original game with a new replacement case and professionally reprinted cover art.
Game Disc Only
Game disc or cartridge only. No case or manual.

Review the listing for any copy-specific notes, artwork variations, and included extras.

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Godzilla: Unleashed

Wii

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

⭐ Condition Explanations

Brand New/Sealed: Brand new, unopened, factory-sealed.

Complete in Box: Pre-owned game with original manual and original box/case. Other original inserts may not be included.

Game Disc/Cartridge Only: Game only, with no manual or case.

Game & Case: Game with case and original artwork. A damaged or missing original case may be replaced with a new aftermarket case.

Custom Case with Game: Original game with a new case and professionally reprinted cover art.

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