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One of the GameCube’s Great Cult Classics Gets the Remaster It Deserves

Godzilla: Destroy All Monsters Remastered is a faithfully clumsy revival of a cult classic that's still a casual joy to play.

One of the GameCube’s Great Cult Classics Gets the Remaster It Deserves

When I was a child, games like Godzilla: Destroy All Monsters Melee were the kinds of titles that were known through magazines but not actually played. Released for the GameCube in 2002, this title adorned my wall with a free poster, even after it received mixed reviews. Remasters for such games are typically rare, often reserved for becoming collector's items at retro game conventions while popular games receive multiple versions on modern platforms.

So, it's delightful that a remastered version of this game now exists, embracing all its peculiarities. Atari's unexpected return brings back this quintessential magazine game, rescuing it from its cult-like status with a new look and online multiplayer. Does it finally challenge the critics who were unimpressed in 2002? Not quite.

The game remains the same messy, shallow fighting game in some respects. However, the purpose of a remaster like this is not to engineer a redemption story; all games deserve to be preserved and celebrated. Developed by Pipeworks in 2002, the game features a 3D brawler where players engage in battles with a roster of rubbery kaiju.

It's a blend of arcade classic Rampage and Super Smash Bros., with players smashing through destructible cities using directional attacks. Reviews at release, including those from Nintendo Power and IGN, were generally positive, though some critics found the game lacking depth. Fast forward to 2026, the remaster shares a similar Metacritic score (73 for the original and 72 for the remaster) with its predecessor.

Having played the faithful remaster, the consistent response mirrors this. Despite the shinier visuals, the new version retains all the flaws of its predecessor. Godzilla: Destroy All Monsters Melee is a joyously silly button masher, perfect for gatherings. Matches feel as energetic and exaggerated as professional wrestling, with monsters slamming buildings and using tail whips.

Initially, the controls may seem clunky, but they become more intuitive as you learn to block, use your atomic breath strategically, and take cover behind buildings. There's just enough depth to make it a satisfying fighting game where punching isn't the only option. While the grab button can be finicky, leading to struggles with picking up buildings or opponents, the movement can feel laborious as players navigate open city arenas.

Characters can also feel imbalanced, with flying monsters having clear advantages over grounded ones. The repetitive arcade mode, which doesn't give each monster its own unique story, is another area for improvement. However, the joy of a blast from the past that celebrates a goofy piece of GameCube history makes it worth playing.

The remaster does an excellent job of adapting old-school kaiju fights into a video game, preserving the spirit of the original game. The shiny new textures look like rubber, capturing the essence of playing as a guy in a monster suit stomping around a fragile miniature city. The remaster's biggest flaw is its attempt to introduce arbitrary tweaks, such as unlocking new monsters and stages through research points.

This approach not only pushes players to replay dull modes over and over again but also removes the element of surprise from the experience. Overall, Godzilla: Destroy All Monsters Melee Remastered is a worthy addition to modern consoles, preserving the original game's vision while making some questionable choices along the way.

As a collector of PlayStation 2 and GameCube games, I appreciate the unique joy of playing an old game from an era where developers were still figuring out how 3D games should feel. It's a delight to play a game filled with deliberate design choices, even if it may not always be perfect.

Written by urgent.news from Polygon's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

Read the original at polygon.com →

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