Godzilla is something of a cultural phenomenon in Japan, and the franchise has spawned no less than 28 different movies (30 if you include the two Hollywood adaptations). The appeal of a bloke in a rubber suit smashing up cardboard cities while super-imposed crowds flee is pretty universal though, as can be demonstrated in the way multiple movies following the same template have been produced. Hollywood movies like Cloverfield and Pacific Rim owe a lot to the
Kaiju genre, in which massive monsters attacking major cities is a running theme, and the popularity of these types of film in Japan is demonstrable by the sheer number of them. With this in mind, that the Dreamcast played host to a Godzilla game upon launch should be no surprise, and in 1998 that's exactly what happened with the release of Godzilla Generations.

I can actually recall the first time I saw shots of Generations in a copy of GamesMaster Magazine, and it did look very impressive. Granted, back in early 1998 every Dreamcast game looked spectacular but the way in which this game promised the ability to wander around fully realised cities smashing the hell out of everything looked like nothing else. Actually - I tell a lie. It did remind me a little of Iron Soldier on the Atari Jaguar, another game that allows you to walk around in a giant robot blowing cities up...but in a much more rudimentary and pedestrian pace than Godzilla Generations promised. It came as something of a shock then, when Godzilla (and the Dreamcast) finally landed and the reviews were almost universally critical of the game. While the graphics were praised, the game was branded as slow, boring and ultimately just not very good.