GigaBash with Godzilla DLC (PS5) Review

PS5

A Party Game for Kaiju Fans

Kaiju have been surprisingly prevalent in games but they always seemed to take a backseat to other areas of interest throughout gaming’s more refined examples. However, with an increased renewal in interest in Kaiju and Tokusatsu thanks to huge blockbuster films like “Godzilla vs Kong”, explorations of the genre in “Shin Godzilla”, and further developments of classic storylines like what’s being done in BOOM! Studio’s Power Rangers comics this type of entertainment is becoming more common, making a perfect avenue for game developers to ride the wave of excitement. GigaBash comes in during what could potentially be the start of a new trend in game design, a game that is now strengthened by the inclusion of four Hesei-era Godzilla monsters through downloadable content.

This new wave of Kaiju in indie games likely kicked off with Dawn of the Monsters, a beat-em-up title from WayForward that we covered previously. GigaBash touts its main inspiration as the beloved Godzilla: Destroy All Monsters Melee from Pipeworks Studio but it is more akin to Capcom’s Power Stone games and creating a more whimsical celebration of the genre. This fascinating uptick of Kaiju games continues with the recently released Terror of Hemasaurus which is more of a tribute to the arcade Rampage games. Indie developers are often trailblazers and it’s only a matter of time before larger studio funds a big Kaiju title so indie projects have a massive opportunity. What makes GigaBash stand out is that it is a polished experience that was popular enough to warrant a collaboration with Toho for DLC and the team is constantly asking fans to vouch for the next guest characters. Passion Republic Games, the team behind GigaBash, seem eager and willing to add anything from the Mighty Morphin’ Power Rangers to Gamera to Neon Genesis Evangelion and anything in between. Ultimately, partnerships like this could result in more efforts being put into the gaming side of Kaiju and Tokusatsu franchises.

Either way, players who haven’t gotten to control the G-Man in a game in years can suddenly do so in a party game made by Kaiju fans for Kaiju fans, making GigaBash a noteworthy release.

Much like Dawn of the Monsters, GigaBash leans on design patterns to create a unique cast of fighters trading blows in a self-aware world of giant monsters. However, GigaBash is far more silly in its tone and design than other Kaiju games I have played. This is most evident in the character Kongcrete, a sentient building that feels like a Mimic of D&D fame inhabiting an office establishment but the humor continues to Gigaman, an older hero with a dadbod that likely had glory days similar to Ultraman. The original characters span a lot of tropes but remain unique enough to be fun, lighthearted takes on monster design. Those familiar with Kaiju monsters will find little elements and nods within these designs, making exploring each member of the roster a lot of fun.

While there is a fairly competitive system fueling its simple gameplay, GigaBash feels most like a casual party game that’s a perfect complement to a Kaiju movie party. I don’t think that there’s enough in the 1on1 or 2on2 modes to warrant tournaments stacked with serious players optimizing their performance but I do see casual competitions being a big part of conventions in the coming years. Having a GigaBash tournament at G-Fest, for example, seems like a fine addition to the event’s schedule.

For casual play, throwing buildings at friends and growing into an enlarged S-Class monster is delightful and satisfying. Each round has its ups and downs resulting in a game that almost always incites raucous laughing fits. Taunts often reference iconic, oft-memed moments in Kaiju history and I could not stop smiling when I found that Godzilla’s dash attack was the goofy tail slide from the “Godzilla vs Megalon” film.

Adding in Godzilla, Destroyah, Mecha Godzilla, and Gigan definitely bolsters up the game’s smaller cast of monsters but I still can’t help but shake that there could have been more to do within GigaBash. There is a story mode that only takes about an hour to complete per character with simple animations and still images but I would have liked for the entire roster to have this sort of treatment rather than just four. There is a bit of motivation for these monsters in that a mysterious gem is driving the creatures out of solitude but the delivery of that story could’ve used more focus and details. Unfortunately, GigaBash also feels like it has the type of narrative that fighting games often fall into in that the scenes are often poorly realized. That said, I really enjoyed the comedic approach to classic tropes and characters and the party mode was a lot of fun.

Overall, GigaBash is a fun time that is way better with the right group of friends. I wish it had a bit more substance to encourage a competitive play environment but this is a game that I will absolutely look forward to playing at conventions or parties. Anyone into Kaiju should check it out but don’t expect GigaBash to be an all-time great. However, the potential success of GigaBash could lead to a more feature-rich sequel which could become one of the coolest Kaiju games ever. There is a stellar framework here for something special.

SCORES

GAMEPLAY - 8/10

VISUALS - 7/10

SOUND - 7/10

CONTROLS - 7.5/10

REPLAY VALUE - 7/10

OVERALL - 7.3/10

Learn more about GigaBash on the official website. A digital PS5 copy was provided for the purpose of review. Screenshots were captured using native PS5 features.

Alex McCumbers

Twitter: @ACMcCumbers

Alex has been steadily shaping his writing, networking, and production skills for over a decade. He got into games journalism to keep his writing skills and habits in check as he has always wanted to create a novel or write a game's narrative. Sites that have published his work include Giga Geek Magazine, Marooners' Rock, Twin Galaxies, and Popular Mechanics. Several guest pieces have been uploaded on other sites. His work has also been physically published in both volumes of the SNES Omnibus where he contributed essays on several games. He grew up in rural West Virginia, surrounded by Appalachian music and culture.

Forever Classic was the branding that was invented during a faithful summer where he became absolutely fascinated by the world of Let's Play videos and video essays on YouTube. The Forever Classic brand name has always been at the back of his mind, tying it to projects here and there, but this website will be able to collect all of those efforts into a single place as Forever Classic Games LLC. 

"Welcome to Forever Classic Games, I'm Alex McCumbers."

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