Megazilla vs Godzilla: Ford V8 Showdown | Analysis by Brian Moineau

When Ford turned Godzilla into Megazilla: a friendly explainer

You know that feeling when a factory truck engine moonlights as a hot-rod hero? Ford did exactly that. The Godzilla V8 started life as a burly, no-nonsense 7.3‑liter powerplant for Super Duty trucks — built for durability and torque — and Ford Performance then took that same basic architecture and forged it into Megazilla: a high-performance crate engine aimed at builders who want big displacement with even bigger attitude.

Below I break down what’s actually different between the two, why those differences matter, and whether the price jump is justifiable for different kinds of projects.

Quick highlights

  • Godzilla = the stock 7.3L truck engine: reliable, simple, tuned for longevity and towing.
  • Megazilla = a factory-built high-performance version of the same 7.3L platform with upgraded internals, heads, and a larger throttle body — roughly +180–185 hp and a huge torque bump.
  • Megazilla is sold as a crate engine and carries a much higher price and competition-use positioning compared with the more utilitarian Godzilla.

Why people care: the setup and the story

When Ford introduced the Godzilla 7.3L (around 2020), it wasn’t trying to win a horsepower war. It was offering a big-displacement pushrod V8 for heavy-duty trucks that favors durability, serviceability, and broad torque. That engine’s cast‑iron block, simple cam‑in‑block pushrod layout, and conservative internals made it ideal for work trucks.

Enter Megazilla: Ford Performance saw a platform with tons of potential and built a crate engine that keeps the block and displacement but swaps in stronger internals and performance cylinder heads to make a thoroughly different animal — one aimed at hot rods, track cars, desert rigs, and high‑power builds.

Key technical differences

  • Displacement and block
    • Both are 7.3 liters with the same cast‑iron block — the shared foundation is part of what makes this transition possible.
  • Internals
    • Godzilla: production truck internals (hypereutectic pistons or similar factory pieces, powdered‑metal connecting rods in the standard form).
    • Megazilla: forged Mahle pistons, forged Callies H‑beam connecting rods, and other beefed‑up hardware to handle much higher rpm and power.
  • Cylinder heads and breathing
    • Megazilla gets CNC‑ported, higher‑flow heads and a larger throttle body (reported ~92 mm vs the Godzilla’s ~80 mm) plus a low‑profile intake to improve airflow.
  • Cam and valve train
    • The Megazilla’s cam and valve gear are tuned for more aggressive timing and higher powerband compared with the truck tune.
  • Power and torque (real-world, factory figures)
    • Godzilla (stock truck tune): ~430 hp and about 475 lb‑ft (varies slightly by model year/tune).
    • Megazilla (naturally aspirated crate engine): ~615 hp and roughly 638 lb‑ft of torque (peak and usable torque is much broader).
  • Forced‑induction option
    • Ford and aftermarket builders have pushed the platform even further — Ford Performance later offered a supercharged “Megazilla 2.0” that can exceed 1,000 hp for competition use.
  • Legality and intended use
    • Godzilla is a production, emissions‑compliant engine used in Super Duty trucks.
    • Megazilla crate engines are positioned for builds; higher‑output or supercharged variants are often flagged for competition or off‑road use (non‑street legal in some configurations).

The numbers that catch attention

  • Horsepower delta: Megazilla ≈ 615 hp vs Godzilla ≈ 430 hp — roughly +180–185 hp.
  • Torque delta: Megazilla peaks around the mid‑600s lb‑ft vs Godzilla’s mid‑400s — a dramatic increase and much more usable across the rev range.
  • Price delta: Godzilla crate engines or production installations are available for much less (Godzilla crate pricing has been listed in the low‑$9k range historically), whereas Ford listed the Megazilla crate engine at around $22,995 when it went on sale — a sizable premium for the performance hardware and turn‑key nature.

So, is the Megazilla “worth it”?

  • For hot‑rod builders, race teams, desert racers, or anyone who wants a straight, factory‑supported path to big, reliable NA V8 power — yes, Megazilla is compelling. It removes much of the guesswork and fabrication required to push a truck engine to these numbers.
  • For truck owners who prioritize towing, longevity, and emissions compliance, the stock Godzilla is the practical choice. It’s lighter on wallet, proven in work use, and fully road‑legal in production trucks.
  • For budget-minded tuners, some may prefer buying a Godzilla crate engine and upgrading specific components themselves; that can be cheaper but takes time, expertise, and risk.

My take

There’s something deliciously irreverent about Ford turning a cast‑iron truck V8 into a crate engine with supercar‑level horsepower. Megazilla isn’t just “more Godzilla”; it’s a factory‑built answer to a specific demand: builders wanting a big‑bore, durable V8 that’s already optimized for high power. The price is steep, but for many it’s the convenience, reliability, and Ford Performance backing that seal the deal.

If you’re building a trophy truck, a track monster, or a high‑power restomod and your budget isn’t shy, Megazilla is a turnkey shortcut to headline numbers. If you’re after a straightforward, workaday V8 that won’t get you arrested or exceed emissions limits, Godzilla remains an elegant and sensible choice.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Contraband’s Retro UI Reveals 1970s Heist | Analysis by Brian Moineau

A peek at what might have been: Contraband’s unearthed UI and 70s style

A burst of nostalgia hit the gaming world this week when a set of screenshots for Avalanche Studios’ cancelled Xbox-exclusive, Contraband, leaked from a former developer portfolio. The images don’t show gameplay, but they do something almost as powerful: they reveal the tone, the intent, and a bold visual identity that made this one of the more intriguing “what if?” projects of the last console generation.

The shots — uncovered and shared by sites including MP1st — lean hard into a stylized 1970s heist vibe: grainy poster art, warm neon, big typography and character cards that read like pulp magazine spreads. For a game described internally as a four-player co-op smuggler’s playground, the UI alone was selling mood and promise.

Why these screenshots matter

  • They turn rumor into texture. For years Contraband existed mostly as an announcement and a concept. Seeing UI and menu flows makes the project feel tangible.
  • They show deliberate design choices rather than placeholders. The rank system (Hustler → Bandit → Smuggler → Baron), lobby layout and “Downtown” map card point to a structured live-service design with progression and social hooks.
  • They remind us how much of a game’s personality comes from presentation. Even without playable footage, a UI can communicate genre, pacing and atmosphere.

The story so far

  • Contraband was revealed during Xbox and Bethesda showcases as a co-op, open-world smuggler title from Avalanche Studios — the studio behind Just Cause and Mad Max. It was positioned as an Xbox console exclusive and planned as an online-focused, live-service experience. (gamesradar.com)
  • After years of limited public updates, Microsoft ultimately shelved the project amid broader restructuring in Xbox publishing and a wave of studio-level changes. The cancellation and related studio reductions were widely reported in 2025. (gamesradar.com)
  • The newly surfaced images were traced to a UI artist’s portfolio and republished by outlets such as MP1st. They include matchmaking/lobby screens, character cards, rank tiers and a poster-like “Downtown” map illustration — all polished, stylized UI work rather than raw gameplay captures. MP1st also noted some of the character art might have been placeholder illustrations or assets shared elsewhere, and coverage has been cautious about over-interpreting concept UI as final in-game visuals. (mp1st.com)

What the art direction tells us about design intent

  • Tone first: The UI reads like a selling point. If you can evoke a cinematic 70s crime scene through typography, color and composition, you can steer player expectation before they even enter a mission.
  • Social and progression-focused: The lobby and rank screens imply a repeat-play loop built around small squads and escalating criminal prestige — classic live-service scaffolding with a period twist.
  • World as spectacle: The “Downtown” card and blurred hub background hint that Avalanche wanted the city itself to be character — a neon, nocturnal playground for smuggling runs and car chases.

The broader context: cancellations and industry shifts

The Contraband cancellation didn’t happen in isolation. Xbox’s 2024–2025 restructuring led to several high-profile project cancellations and studio reshuffles. That environment makes it harder for ambitious, risky new IPs to survive long, especially online-first projects that require long-term investment. The leaked UI images now act as artifacts from a project that represented both creative ambition and commercial uncertainty. (gamesradar.com)

A few caveats about leaked images

  • Early art and UI aren’t the same as final features. Design often changes through production; menus and rank names could have evolved had development continued.
  • Some visuals may be placeholders. MP1st and other outlets have noted that some character art seen in the images might have been reused or sourced from other portfolios, which complicates claims about final in-game character designs. Treat these images as a snapshot of direction, not a blueprint for the shipped game. (mp1st.com)

What fans and designers can take away

  • Design sells concept. Contraband’s leaked UI is a reminder that a strong, coherent UI and visual identity can make a title feel real even without playtests or trailers.
  • Cancellation doesn’t erase craft. The work of designers, artists and UX specialists survives in portfolios, lessons and — sometimes — community imagination.
  • Live-service projects need long-term commitment. The images show the plan for engagement loops and progression; without the deep pockets and patience required by the model, even interesting concepts risk being shelved.

My take

These screenshots are bittersweet: exciting because they show a team pursuing a distinct, stylish identity for a co-op crime title, and sad because they probably represent one of the last glimpses into a project that won’t reach players. For the industry, the moment underscores how creative ambition and corporate risk assessment collide — and how the cultural artifacts of cancelled projects can still inspire fans and designers alike.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.