Reviews from

in the past


I was reminded of this game in 2020 and got nostalgic whiplash so strong that i lost a collarbone

this was my CHILDHOOD. A friend of mine had this game and we PROBABLY PLAYED IT A LOT BUT I WAS VERY YOUNG

i made my brother cry when we played local multiplayer so you know its good

Has it aged super well? Not completely. But damn if it's not still an incredibly fun time with friends, and that's what really matters.

I played this one a lot with family and friends. Solid brawler.

The game is better than it has any right to be. Its still fun today. Just goes to show a well made game with a good theme is timeless fun.


⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠛⠛⠛⠋⠉⠈⠉⠉⠉⠉⠛⠻⢿⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⡿⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⢿⣿⣿⣿⣿
⣿⣿⣿⣿⡏⣀⠀⠀⠀⠀⠀⠀⠀⣀⣤⣤⣤⣄⡀⠀⠀⠀⠀⠀⠀⠀⠙⢿⣿⣿
⣿⣿⣿⢏⣴⣿⣷⠀⠀⠀⠀⠀⢾⣿⣿⣿⣿⣿⣿⡆⠀⠀⠀⠀⠀⠀⠀⠈⣿⣿
⣿⣿⣟⣾⣿⡟⠁⠀⠀⠀⠀⠀⢀⣾⣿⣿⣿⣿⣿⣷⢢⠀⠀⠀⠀⠀⠀⠀⢸⣿
⣿⣿⣿⣿⣟⠀⡴⠄⠀⠀⠀⠀⠀⠀⠙⠻⣿⣿⣿⣿⣷⣄⠀⠀⠀⠀⠀⠀⠀⣿
⣿⣿⣿⠟⠻⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠶⢴⣿⣿⣿⣿⣿⣧⠀⠀⠀⠀⠀⠀⣿
⣿⣁⡀⠀⠀⢰⢠⣦⠀⠀⠀⠀⠀⠀⠀⠀⢀⣼⣿⣿⣿⣿⣿⡄⠀⣴⣶⣿⡄⣿
⣿⡋⠀⠀⠀⠎⢸⣿⡆⠀⠀⠀⠀⠀⠀⣴⣿⣿⣿⣿⣿⣿⣿⠗⢘⣿⣟⠛⠿⣼
⣿⣿⠋⢀⡌⢰⣿⡿⢿⡀⠀⠀⠀⠀⠀⠙⠿⣿⣿⣿⣿⣿⡇⠀⢸⣿⣿⣧⢀⣼
⣿⣿⣷⢻⠄⠘⠛⠋⠛⠃⠀⠀⠀⠀⠀⢿⣧⠈⠉⠙⠛⠋⠀⠀⠀⣿⣿⣿⣿⣿
⣿⣿⣧⠀⠈⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠟⠀⠀⠀⠀⢀⢃⠀⠀⢸⣿⣿⣿⣿
⣿⣿⡿⠀⠴⢗⣠⣤⣴⡶⠶⠖⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⡸⠀⣿⣿⣿⣿
⣿⣿⣿⡀⢠⣾⣿⠏⠀⠠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠛⠉⠀⣿⣿⣿⣿
⣿⣿⣿⣧⠈⢹⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⣿⣿⣿⣿
⣿⣿⣿⣿⡄⠈⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣴⣾⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣧⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣦⣄⣀⣀⣀⣀⠀⠀⠀⠀⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡄⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠀⠀⠀⠙⣿⣿⡟⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠀⠁⠀⠀⠹⣿⠃⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⣿⣿⣿⣿⡿⠛⣿⣿⠀⠀⠀⠀⠀⠀⠀⠀⢐⣿⣿⣿⣿⣿⣿⣿⣿⣿
⣿⣿⣿⣿⠿⠛⠉⠉⠁⠀⢻⣿⡇⠀⠀⠀⠀⠀⠀⢀⠈⣿⣿⡿⠉⠛⠛⠛⠉⠉
⣿⡿⠋⠁⠀⠀⢀⣀⣠⡴⣸⣿⣇⡄⠀⠀⠀⠀⢀⡿⠄⠙⠛⠀⣀⣠⣤⣤⠄

Easily one of the most solid arena brawlers (an already sparse genre). A great time with friends but also good fun alone, though difficult at times. A group of friends, as many controllers, this game, and your choice of inebriants (if any), makes a guaranteed formula for a good time.

Very nostalgic brawling game with EPIC monsters. There is a map that has a tsunami which makes it peak gaming.

esse jogo é incrível, joguei demais ele com meus amigos quando pequeno e era sempre divertido demais. fiquei muito feliz quando vi que ele estava no catálogo da plus.

sei que hoje em dia esses controles já estão obsoletos demais e quase que eu dropava só por conta disso, mas dei uma chance e acabei acostumando.

oh saudade de jogar isso com os amigos. marcou demais na infância no ps2.

Simply put, the best translation of giant monster movies to a video game. Accept no substitutes.
Agamo mains rise up.

Fairly rare (PAL version) game I borrowed from my friend back in school.

Fairly decent, but it's relative rarity at the time was more notable than its gameplay.

I believe I got far in this game but am unsure if I beat it.

Rampage is an arcade classic developed by Midway in 1986. Players had control over three monsters named George, Lizzie, and Ralph which represented monsters familiar to the history of monster movies. The objective was to destroy as much as possible until the player was done in by the forces of the military, racking up scores in the hundreds of thousands in the process. It was a popular game that was ported to every home console that was available for the time and one of the first instances of the player getting to play as the bad guy/the monster instead of attempting to defeat them. This review however is not a review of Rampage or any sequel to the original arcade game. This is a review of the 2003 PS2 game War of the Monsters, an arena fighting game that I grew up with that takes a heaping amount of inspiration from Rampage. War of the Monsters is a game that revels in the concept of controlling a crushing behemoth, pitting themselves against others with our beloved cities as their playgrounds. War of the Monsters was not the only game with this premise that was taken from the pages of Rampage. There was a slew of Godzilla arena fighting games during this time where the players could duke it out as giant monsters, destroying an urban setting in the process. However, these were licensed games that were restricted to the properties of the Godzilla film franchise. Like Rampage, War of the Monsters features a smattering of original monsters that share a strong resemblance to the classic ones. Even then, War of the Monsters is completely different from Rampage. Rampage was very light-hearted, silly, and comedic. The monsters can eat a guy sitting on the toilet for Christ's sake. The direction of War of the Monsters is to instead tribute the era of the monster movie and inspire the same thrills it once did.

To achieve this sense of serious tribute, the presentation of War of the Monsters is through the roof and is one of my favorite aspects of the game. The opening cutscene details the premise of the game competently; alien ships invade earth and we humans overcome them with science, but there is another unexpected threat on the horizon. The defeated alien ships crashland on Earth and leek a green ooze that transforms animals, objects, robots, and people to gargantuan size, creating twelve different monsters that fight with each other for either dominance or just for the sake of untethered chaos. The game’s opening screen displays the menu on a drive-in movie theater screen with some retro cars from the 1950s in the foreground. This game isn’t a parody of the cheese-factor of these B-movie monster flicks we’ve come to jab at in retrospect. This is the experience of bringing a date to the drive-in back in 1958 and having your date scream her head off as the popcorn explodes and rains down all over your leather seats. The presentation here is as unapologetically big as the monsters it’s presenting, a needed aspect of any monster movie. I’ve always loved the various sounds of the menu whilst scrolling through them, big bombastic sounds fit for a large theater. The foreground of the menus is misty and ominous like the people viewing this in the foreground are in for a thrilling time. All of this is accompanied by a full orchestral score that perfectly fits the grandiose scale of a monster film. With all of this presentation in mind, War of the Monsters is a passion project for those involved with its production. They want to exude all of the strong merits not only of the monster movie itself but of the monster movie viewing experience.

For being a sincere tribute to the monster movie genre, War of the Monsters is still a fun and accessible game. One would have to fuck up pretty badly to make a game revolving around monsters fighting each other dull and unstimulating. While the presentation is great, it would be nothing without the cast of monsters to uphold it. Each of the twelve monsters is unique from one another and are evident tributes to famous movie monsters (Togera is Godzilla, and Congar couldn’t be anything else but King Kong), based on obscure movie monsters (I had to look up what monster Agamo was based off of. It’s some monster named Daimajin), vaguely based on familiar monsters from the classic films (Preytor is either a Godzilla enemy or based off of the film Them!), or seem like original creations (I don’t know what Magmo could be). While they have their differences, each of them functions similarly in combat. The controls in War of the Monsters are quite simple. Attacking is reserved between the square and triangle buttons, one initiating a light attack and the other initiating a heavier attack. The circle button picks up items and other monsters and throws them with the same button. R2 blocks and the X button jumps, rounding out the simple control scheme of the game. Two special moves can be initiated with two separate button combinations when the player’s energy bar is full. One is a long-range attack, and the other is a blast of energy that clears away nearby enemies. I appreciate the diversity present here with the monster selection, but the game is heavily unbalanced between all of them. Half of the roster is slower than the other half, which gives the quicker monsters a total advantage. I always felt handicapped playing as either Agamo or Togera but felt spry and proficient with Preytor or Kineteclops because of their speed. For some reason, playing as Ultra-V felt way too easy, and slaughtered the other monsters with him. I guess he’s just a testament to superior Japanese engineering or something.

The environments are just as essential and dynamic to the monster movie as the monsters themselves. Like the monsters, they share a striking resemblance to real-world locations. Gambler’s Gulch is Las Vegas, and Baytown with the Coit Tower and Golden Gate Bridge in the background is a no-brainer. Every level comes with unique musical accompaniment, and the screams of the ant-sized humans are appropriate background noise for the setting. Every environment is completely combustible to the point where it might give the player the incentive to destroy the entire city. Vehicles and other environmental objects can also be thrown at the other monsters. Any object that can impale another monster leaves them vulnerable enough to do a large amount of damage to them. Some states have unique elements, like the active volcano in Club Caldera or the ufo-triggered tsunamis in the Tokyo-inspired Tsunopolis. The variety of the levels is as abundant as the roster of monsters.

War of the Monsters is also way more difficult than I remember. After years of not playing this game, I started it again for this review and found it saved on the easy difficulty. I chortled and confidently changed it to medium, thinking I could handle it, but then I remembered why it was set too easy in the first place. Even on medium difficulty, War of the Monsters is merciless. The enemy monsters are ostensibly privy to all of the attack moves that the game keeps secret, like the counter move, the headbutt, and then the dive bomb move, and will use all of these to pound you into the dirt. Even if the player knows how to do these, they will still have difficulty attempting to execute them. The dive-bomb seemingly needs 100% precision to execute, pressing the triangle at the maximum height after a jump. I cannot execute this move to save my life, yet I’ve seen CPU monsters do it with just a brisk hop in the air. The enemies will also routinely run after health and energy items, mostly to screw over the player rather than heal themselves. I shudder to think what hard difficulty is like if this is what medium difficulty is.

Like most fighting games, the optimal way to experience War of the Monsters is with friends. Unfortunately, due to the game being a PS2 exclusive, there is a maximum of two players. I understand that this game was published by Sony, but limiting the number of players to only two is a waste of fun potential. When you can’t find one other person to experience this game with, War of the Monsters offers plenty of single-player experiences. Even the multiplayer modes can be played solo, but it’s a wonder why anyone would. There is a single-player campaign that takes the player’s monster of choice through a stream of levels with a few unique boss battles in between. The only problem is that it’s the same sequence of levels no matter which monster the player chooses, so replaying the campaign with the monsters is incredibly tedious. At the end of each monster’s campaign, there is an origin story cutscene detailing how the monster came to be. Each of these is brief and can only be seen again after the player finishes a specific monster’s campaign. It would’ve been great to have these saved to an extras menu, but the developers begged to differ. There are extra unlockables that can be purchased in the main menu. These include unlockable stages, characters, skins, and extra games. Most unlockable items are a great incentive to continually play through the game for tokens, but the extra games are laughably unfinished. I don’t understand why developers of fighting games implement extra modes to distract from the main course, but at least put some effort into them, unlike the developers here.

War of the Monsters is a treat for anyone fan of classic monster movies. Unlike the Rampage series, War of the Monsters takes its influences and treats them with a sense of dignity and respect. Its stellar presentation showcases the long-lost thrills of the monster movie genre and the culture surrounding it. Unfortunately, the game is beset by many shortcomings in the gameplay department. The unbalanced roster, the arduous movesets, and the punishing level of difficulty make War of the Monsters more trouble than just a simple excursion with giant monsters. Fortunately, the appeal of giant monsters beating the snot out of each other still resonates here regardless. It could be much worse, but it’s a shame that these lackluster aspects do not match the passion put into the presentation here. The legacy of War of the Monsters is a fun multiplayer romp buried in the Sony back catalog of the early 2000s and nothing more.

------
Attribution: https://erockreviews.blogspot.com

they fuckin GOT IT in the early 2000s “just put out a shit ton of kaiju games let the lil fuckers kill each other” and it was sweet as hell every single time

could barely operate this game as a child & there was a severe paucity in sound clips but regardless? it kinda rules

The balance is awful but man its fun to slap each other

still to this day the greatest kaiju game of all time. sequel when???

This was one of the earliest games I played in my childhood and I've never been more hooked to a game like this. It doesn't age well with its controls and AI behaviors being a bit too frustrating especially for the campaign, but I will always have a soft spot for this game for being my first PS2 game, one of the earliest games I've ever played, one of the first games I was addicted to to the point of unlocking all the characters, skins, minigames and stages. I literally went out of my way to get Twisted Metal Black on my PS2 just to get Agamo's 4th Costume.

This is better off played with friends or family for the extra lulz.

Sometimes you find a game that is missing that finishing touch. That last bit of polish that holds it back from becoming truly great.

War of the Monsters is an interesting pitch to the player on paper. A Kaiju arena fighter developed by the team behind Twisted Metal 1,2 and Black. Though David Jaffe had no involvement at the time as he was busy with God of War. You still get a fun, slightly under cooked experience out of it.

The story shows a lot of promise, humanity triumphs over an alien invasion, but the toxic waste from the crashed UFOs causes giant monsters to pop up around the globe, and start a global war for supremacy.

Unfortunately the story goes nowhere after the intro movie as it's unfinished. You play through adventure mode with your monster of choice, with no intro movie explaining why the monster is doing what it's doing, then you kill the final boss and the game just ends.

You do unlock an origin movie for 8 of the 10 monsters after finishing their adventure modes. But it feels like a band aid solution since the devs had to rush the game out. It's disappointing that the story had to be so under cooked here given the potential of the setting. And leads to the two unlockable monsters feeling tacked on.

The ost is perfectly serviceable. If you've seen any American creature features you'll feel right at home.

The main problem though stems from the music sounding as generic to genre stereotypes as possible. As a result, no tracks stand out and your left with a competent, but unmemorable OST.

Visually the game is excellent. You have some fantastic texture work, like Ultra-V's wings having paint scuff marks. Monsters like Congar have decent furshading (which was rare on the PS2) and Kineticlops has convincing translucent, pulsing electrical currents throughout his body.

The particle and destruction effects are real eye candy as well. Fire and electric shocks blend in seamlessly with the action on screen. Buildings shatter and crumble in hilarious and and over the top ways and greatly contribute to the chaotic feel of the fights.

The monsters animate well and have some great run cycles and attack animations. Every monster, light or heavy, conveys their weight through their attacks and movement and it's a joy to see them in motion. One great example of this is Kineticlops, who's sole solid matter (his giant eye), bobs and weaves realistically with every animation.

The art direction does a great job of capturing the aesthetics of each region of Kaiju/Sci fi/Creature features represented here. Ultra-V looks like the perfect Amalgam of Super Robot anime. Togera blends Godzilla and Gorgo into a unique blend of Japanese and British aesthetics. Agamo takes the Daimajin inspiration and adds a Hawaiian aesthetic.

It's clear the devs loved the material they were inspired from. Every character here is designed with a ton of sincerity and Kaiju fans will get a lot out of the characters here.

Gameplay wise, the combat is good, but has some baggage.

Unlike other Kaiju arena fighters like Godzilla save the Earth, movement is much faster. Navigating the stages is brisk and easy, but it does present a massive annoyance in single player.

When CPU monsters in Adventure mode lose around a quarter of their health, they will make gangway for health pick ups. This isn't an AI bug, the CPUs don't care about dying, they just want to make sure you have no resources. Chasing them down to stop this can be very annoying and it's present in every non boss stage in adventure.

Much like Twisted Metal, the AI in adventure can be relentless. When they are at full health, all enemy monsters track you, and only you, down despite there being no team battles in this game. It can lead to some frustrating ganks down the line and players will have to resort to crowd control heavy attacks to send one enemy flying to solve this.

The player has two melee attacks at their disposal. A light combo and a heavy combo. Light combos are obviously quicker and can set up for a super, and heavy attacks, while slow, send enemy monsters flying and let the player grab health and energy pick ups. Button mashing will not work here and the game expects the player to learn the basics to survive. Uncommon for Arena fighters, but appreciated.

Unfortunately the rushed nature of the game leads to each characters combos doing the same amount of damage. So it leads to melee feeling sameish. And it's exacerbated since this is the main meat of the combat.

This also gives fast monsters like Preytor and Congar an unfair advantage. As their speed will always give them priority frames. While slower monsters like Magmo and Togera will have to block and hope to god for an opening.

Thankfully every character feels mostly unique in their supers. You start each match with a super token that gives you the ability to do an explosion for crowd control, or a super move for high damage.

The former is almost never useful, as heavy attacks already accomplish this, and deal more damage. So the player will just feel obligated to ignore the explosive wave.

The latter leads to some the most entertaining chaos in an arena fighter I've enjoyed in a long time. Every monsters super needs to be used strategically to get the most of it. Ultra-V's grapple will not work unless he's on the same plain as the enemy, Togera's fire breath will cancel out if the player uses any other attack, Congar's sonic roar locks him in place and only covers 90 degrees in front of him etc. This is far preferable to other arena fighters where supers are insta win.

The player can also throw objects. And unlike other arena fighters this comes in clutch, as melee and double jumping drains energy, and running out locks out your melee and double jumping for about 5 seconds. Throwing objects however builds meter that can lead to extra super tokens, and is another example of how this game encourages the player to use every mechanic.

There is some minor annoyances in regards to the thrown objects. Monsters can get impaled and immobilized, and you need to mash buttons to escape. Thankfully if you manage this, you can throw the spear right back at the enemy, and this alleviates this gripe somewhat.

The movement while unlocked takes some getting used to, as turning does not happen on a dime, so you'll be holding L1 and R1 constantly to get tighter movement. It does not help that getting close to enemies soft locks you to them. This becomes very irritating in adventure mode where you need to destroy reactors and you are constantly swung around due to the soft lock.

Stages are very well designed. Players can strategically topple buildings for instakills, or ground pound secret switches to activate disasters like lava rain, tsunamis, or nuclear meltdowns. Every stage has a great sense of character and learning them feels rewarding.

Adventure mode is where most of your time will be spent, as it's one of the best ways to grind for tokens to buy unlockables. It plays out like a traditional arcade mode. You fight the same order of monsters each time. And you fight 3 bosses.

The boss fights are mostly fine, but feel a little undercooked in some areas. Vegon is the biggest offender, as you are supposed to use debris to block her acid volleys, but it will always break after 3 blocks. So the player will have to strafe left (her acid hit box is broken in this direction) and deal with light grazed damage till she opens her self up for damage.

The final boss also has issues. You will take 10% damage in the first phase from his lasers. When it was clear that the pillars you use for cover were supposed to protect you fully, and his second phase is supposed to get staggered slightly after you throw debris at him, but it just stalls him for half a second.

The bosses are fine, but these moments of non polish reinforce how the game feels around only 90% complete.

Other modes include free battle, where two players can fight each other or you can fight a CPU, endurance, a survival mode, and the minigames.

Obviously, free battle is the mode devs wanted players to be playing the most. This is a MP party arena fighter after all. If you have friends that want to play this, or enjoy wailing on CPUs, you'll probably enjoy this. But for some reason you get no tokens from this mode. Which exarbates the grind for them.

Endurance is one player only, and it's really only worth playing because you can earn a lot of tokens. Picking a large stage is unadvised, as clearly the game is not designed around very long fights. So picking stages like Washington DC are optimal as it's small enough but also flat, and prevents enemies from stealing health pick ups.

The only characters you should use in this mode are Preytor and Congar. Since slower characters will only manage about 7 kills before going down. You'll be playing this mode for at least 3-4 hours after finishing adventure mode 8 times. So boredom will set in quickly.

The minigames are MP only, and in a party setting they can definitely be fun. You have a long jump, dodge ball, and a destruction derby esque game. They all play how you think they do and can be fun in bursts. But like Free Battle you don't get tokens from them. So they feel like they are there just cause.

War of the monsters is a mostly well designed, mechanically solid arena fighter that does a lot of things right. But the unfinished state of the story, the incomplete boss fights, and lack of replay value reduce a potentially great game to a good one.

7/10.

Poorly designed mechanics and controls even for this time make it an incredibly hard play in 2021. Unfortunate becuz it has bursts of fun and great ideas

one of the first games i ever played. i remember playing it with my dad. gotta replay it someday

sometimes i miss this era of gaming/my life,having fun with a simple but good game,this game really shines on the Versus mode.

War of the Monsters is an arena fighter that is a love letter to giant monsters attack style movies from across pretty much every classical era, from Ray Harryhausen to Showa era Godzilla with a dash of giant robot anime. Aside from the incredibly obvious captain ersatz versions of King Kong, Gojira and Mazinger Z, there are less obvious ones such as Preytor to The Deadly Mantis and Agamo pretty much existing as a non-copyright infringing Daimajin. The references don't even stop at the characters themselves either, there's also a bunch of costumes and one of them turns Preytor into the giant ants from THEM! and one of Ultra V's makes them fem and slightly resemble EVA Unit-01.

Aside from all the references and the cool monster movie theme, the gameplay itself is moderately fun but misses the mark in a bunch of areas. The first is that the camera isn't exactly very helpful at times, it really depends on the stage but even when fighting only one monster and locking on to them the camera can be fairly jumpy and disorienting. There's also a ton of combo strings you can just block in the middle of, which makes several monsters feel like trash tier (poor Zorgulon, he was my fav). The balance is completely lopsided in favor of faster characters because of this, which makes playthroughs with Ultra V nice, but with Magmo a complete chore.

By far the most annoying part of this game though is the CPU. They're a complete pansy who runs away at the slightest bit of trouble to grab health power ups, making it even more troubling when they have omniscience to where they are and when they've respawned onto the map. One of the stages in the campaign has you fighting Preytor and Congar, and I remember taking ages to beat it as a kid, because Preytor constantly flies around shooting at you while grabbing every powerup as Congar pesters you in the meantime. Frustrating as all hell, especially when you're playing a low tier. They also have an amazing ability to find every impaling object and exploding gas truck in the vicinity to nail you with, which makes the airfield stage in the campaign a complete mess. I just really fucking hate the impaling weapons tbh, the button mashing means nothing when another monster is just gonna close in and combo me. It sucks that I hate the campaign as much as I do, because the final boss is actually pretty damn cool.

The entire game reeks of being unfinished, there's two unlockable monsters but they completely lack endings and at the very least Raptros was confirmed to have one originally. Someone also managed to hack Goliath Prime and Cerebulon into a playable state, implying there may have been plans for them to be a part of the roster. Sucks, because Goliath Prime would've been a cool OP sub-boss to play as and ragdoll the CPU with.

It stinks, because I still think the game is fun, but if it had at least a few extra months to maybe make the game more fluid and add in those endings and playable boss characters it could've been an all-timer for me. I personally still recommend giving the game a try regardless if you're interested in the theme, but I definitely advocate for downloading a game save or utilizing a gameshark/codebreaker to unlock everything, because this game uses a shop to unlock things and I remember keeping a save at the final boss and beating them god knows how many times to get enough points to unlock shit. Grindy ass garbage, fuckin' hate that shit to this day.

Maybe in five-ten years someone will mod this game into being better and fightcade will get PS2 support, I'll be the greatest Zorgulon player the world has ever known tbh. Yes, this is a preemptive callout.

Gameplay is dated but it’s still fun nonetheless

Essentially the best giant-monster-based fighter of them all. It really captures what you want from a game with that premise. You can play as a nice variety of kaiju/monster archetypes, a godzilla, a mecha, giant ants from outer space type thing, an atomic robot, a big giant-ray harryhausen statue guy.

And gameplay wise it allows for climbing up giant skyscrapers, throwing buildings and vehicles around.

All matched up with a great atmosphere and visuals, it's aged very well.


This game is so much fun and so filled with early 2000s energy that I just know if this game got a sequel they would ruin it somehow.

Really good and unique fighting game.
Only thing lacking is a 4 player mode