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Daikatana tilbyder andet end at skulle skyde og dræbe. Han har formået sig at skabe et spil med eventyr, fed og varierende stemning og et anderledes og spændende våben arsenal.
One of the longest awaited games in the industry has been Daikatana; originally scheduled to be developed off the Quake-engine, it was transferred to the Quake 2-engine once the original technology was outdated and endured numerous delays. To some, it was the embodiment of what was wrong with long development cycles, as the hype came out every few months about how good it would be; yet, there was no product. Finally, it has shipped after four years in development. Was it worth the wait? For those looking for the next kick-butt deathmatch game, the answer is a resounding no. For those looking for a great single-player or (gasp!) co-op game, it's all they were looking for.
Daikatana is absoluut een goede shooter, maar niet zo revolutionair als Ion Storm een paar jaar gelden aankondigde. De verschillende perioden met elk hun aparte wapens en monsters zijn vreselijk leuk en zorgen voor afwisselende gameplay. Tegelijkertijd laat het spel wat steekjes vallen, zijn sommige spelelementen niet goed uitgewerkt en is de degradatie van de Daikatana meer dan jammer. Dit maakt deze game soms retengoed, maar soms ook teleurstellend.
abwechslungsreiche und teilweise atemberaubend
schöne Umgebungen, effektvolles
Kampfgerät, gelungene Rollenspiel-Anleihen,
eine gute Handlung und – gelegentlich
– sogar mal ein originelles Puzzle. Ein
Kompliment haben die Entwickler sich auch
für das Daikatana selbst verdient. Mir macht
es einen Heidenspaß, damit funkensprühend
durch Armeen von Bestien zu wirbeln.
Leider gibt’s auch echte Ärgernisse. Vor
allem die Speicherfunktion: Gerade weil
die beiden KI-Kumpane nicht perfekt agieren,
werde ich sauer, wenn ich wegen ihrer
Fehler einen kompletten Level noch mal
durchkämpfen muss. In der künstlichen
Intelligenz steckt zwar sichtbar viel Arbeit
drin. Aber um unbeschwert spielen zu
können, müsste sie perfekt funktionieren.
Obwohl es für diese Schwächen einen
dicken Wertungsabzug bekommen hat:
Letztlich ist Daikatana das beste
Solo-3D-Actionspiel seit Half-Life
John Romero (author of the Doom serial) returns to the FPS scene with his new masterpiece Daikatana. The game was designed to be a mixture of different types of FPS (Half-life, Quake etc.) and FRP games (gathering EXPs, organizing groups). The game uses an enhanced version of the Quake II engine. The author claims that improvements have been made both on visual (fog, lighting) and audio (3D sound support) effects. Enhanced Sky Technology is one of the special improvements that make the sky look as if it was real. The author also states that these effects will make Daikatana run somewhat slower than Quake II did. This is an understatement because when the screen gets crammed with enemies and explosions the frame rate will go down to about 10 FPS.
Ist Daikatana also der ganz große Wurf geworden, den man nach drei Jahren Entwicklung erwartet hätte? Leider nein. Sicher, die Rolli-Elemente sind nett. Klar, die Optik kann sich auch heute noch sehen lassen - bei gedrosselten Details sogar bereits ab einem P200. Und richtig, Multiplayer können die KI-Schwächen stilvoll umschiffen: Neben herkömmlichen Modi wie Deathmatch und zwei Capture-the-Flag-Varianten wird die Option offeriert, die komplette Story zu dritt anzugehen. Trotzdem ist Daikatana am Ende nur ein Egoshooter unter vielen, noch dazu ein bockschwerer. Was ohne die rekordverdächtigen Verzögerungen vielleicht ein Meilenstein geworden wäre, ist somit wenig mehr als ein formidabler Lückenfüller bis zum Erscheinen von „ST Voyager: Elite Force“.
Insgesamt ist Daikatana ein ordentlicher Shooter mit einer netten Story, vielen Gegnern und viel Spielzeit, aber ohne viel Esprit im Einzelspieler-Modus. Der Coop-Modus mit menschlichen Mitstreitern und die Deathtag-Variante sind hervorragend. Im Multiplayer fällt die sehr schnelle, flüssige Engine extrem positiv auf, die auch über das Internet keine Ruckelanfälle produziert. Rein nach spielerischen Gesichtspunkten ist es somit für jeden Shooter-Fan einen Blick wert. Wer keine Multiplayerambitionen besitzt, denkt sich die Wertung am besten etwas niedriger. Angesichts der langen Entwicklungszeit erscheint einem Ion Storms Leistung jedoch doch etwas schwach.
Was lange währt, wird endlich - mittelprächtig. Trotz interessanter Einfälle und einer rasanten Hatz durch die Zeit ist Daikatana nicht der angekündigte Knaller.
The engine DOES look decidedly dated, and there definitely are a few annoying things in the game that are difficult to overlook. However, of all the games that I've reviewed, Daikatana is the only game that I've intended to keep on my system so that I can continue playing it. That alone should tell you that it does something right. If you're willing to look past all of the negative comments about the game floating around and give the game a chance, I believe that you'll greatly enjoy the experience. Once you get past those mosquitoes and frogs that is...
Daikatana may not be the best FPS of all time but at the price of this release it certainly is worth a look for fans of the genre. The levels actually get a whole lot better as you progress through the game and with the ability to save anywhere it certainly is far more bearable now. The game even comes with a patch (found on the CD) that makes the game compatible with Windows XP so if you have upgraded or own XP, you'll still be able to play the game.
Год назад Дайкатана могла бы стать достойным конкурентом готовящимся к выходу Soldier of Fortune и Kingpin. Сегодня же она им, как это ни печально, проигрывает по всем статьям. Кроме, пожалуй, продолжительности.
Forward into the past, to get forward again. John Romero’s Daikatana, from Eidos Interactive, operates on the principle that time is not on your side. But there is a lot of time-slipping in this program. You’ll begin in the year 2455 C.E. in Japan, drop back to 1200 B.C.E. Greece, then work your way up through 560 C.E. Norway to 2030 C.E. San Francisco. Along the way you’ll encounter amazing monsters, solve a host of puzzles, and battle, battle, battle.
Daikatana is not a terrible game, or even a bad game, but neither is it a good game. It sits in that realm of mediocrity. If you can tough it through the first few levels, you may even have a good time for a while. But much better times can be had from other games in the genre. Unless you’re a die-hard Romero fan, spending your hard-earned money on some other title will probably be your best course of action.
Veel pluimen maar weinig vlees. Neem de mooie graphics weg en je houdt niets meer over.
Zwei Flaschen Mumm-Sekt hat mich John Romeros Meisterwerk gekostet – weil ich im letzten Jahr den Ankündigungen von Entwickler Ion Storm Vertrauen geschenkt und mich auf Wetten zum Veröffentlichungstermin eingelassen habe. Das fertige Produkt ist allerdings weitaus unspektakulärer als die Skandale um das Ballerspiel: Im Vergleich mit Half-Life ist das Spielprinzip altbacken, die Technik kann keinesfalls mit den derzeitigen Referenztiteln mithalten und die Levelgestaltung ist zwar nett, erinnert jedoch fatal an vergleichbare Produkte der jüngeren Zeit. Geärgert hab ich mich über die Dummheit der Gegner und die absolute Blöddeppigkeit meiner Mitstreiter: Wie häufig habe ich einige Passagen wiederholen müssen, weil Mikkio einmal mehr von der Schiebetür zerquetscht wurde. Was bleibt, ist ein solider Actiontitel für Nostalgiker und hart gesottene Anhänger des vermeintlichen Spielegotts Romero.
To quote Superfly: Oh my god, we've been bitch slapped into oblivion. Daikatana, as a whole, is a failure as a game. It was an average shooter, a poor storyteller, and a great musical experience combined with a great level discovery aspect, with completely stupid characters inhabiting it -- a world of absolute disarray. I would love to see the level design and musical teams get together on a totally different project that would take advantage of their enormous talent. As it stands, though, Daikatana has been a waste of four years of hype and delays, and is better left on the shelf till it hits the bargain bin, comes with an apology, and has a Microsoft-size AI fix.
Warts and all, Daikatana's single-player experience is bested only by the likes of Half-Life and Opposing Force. Sure, Unreal Tournament and Quake III Arena are beautiful multiplayer games, but their single-player modes are dull, dull, dull. Daikatana steps out of vaporware status and fills this void quite nicely. And you needn't be afraid of becoming anyone's bitch for enjoying it.
After an assortment of rumors and scandals, a series of setbacks, and years of delay, Daikatana has finally been released to an audience of gamers, anxious to see if it was worth the wait. The question everyone is asking is: Just how bad is it? The answer: It's not that bad.
The first term that comes to mind is steaming pile of cow dung. However, upon further review, Daikatana does have some redeeming features. It has some decent graphics and a few of the levels don’t overuse one particular color. In the end, Daikatana was a painful game to play. Although it wasn’t absolutely horrible (if you want to see horrible, check out Blaze & Blade: Eternal Quest
), a buggy engine combined with poor gameplay only makes for one thing. Daikatana is just shy of purchasability.
It may sound like I'm angry… and I am! Daikatana just makes you feel that way. To put it simply, Daikatana fails in nearly every respect. It looks ugly, sounds ugly and is annoying to play. Suck it down, John.
Perhaps you've heard about Daikatana, Romero's ode to such hits as Showgirls and Ishtar in video game form, but if you haven't, here's a quick recap: man works on hit shooter. Man remakes hit shooter. Man works on other hit shooter. Man works on really big shooter. Man keeps working on big shooter. Repeat for years. Man finally releases big shooter. Big shooter really isn't all that big. It's been a long ride, but unfortunately this game isn't about Ion Storm's struggles, it's about time-travel and shooting monsters down big hallways, which in the shape of Daikatana is much less interesting than its real-life counterpart.
John Romero's long awaited action shooter has finally arrived. After over two years in the making, Daikatana has been delivered to us with the promise of something revolutionary in the world of first person shooters. With the addition of two kick butt comrade-in-arms to aid you in your perilous tasks that span four different time periods, Daikatana sounds like it may have been worth the wait. But can any game live up to the hype?
En ik moet iedereen toch teleurstellen, want ik vind het spel niet leuk (of stel ik jullie juist teleur als ik het wel leuk had gevonden? :) En dat is niet door de anti-hype die rond het spel is ontstaan, maar gewoon vanuit het oogpunt van een doorsnee gamer. De wapens zijn simpelweg klote te noemen, ze voldoen absoluut niet aan de eisen die we als gamers aan wapens stellen. :P Ook op de levels is veel aan te merken, zoals ik al veel had gelezen. Shame on this game - zonde van het geld.
Well after four years of development Daikatana finally ships! I can’t believe it, I thought the game would be cancelled after all the missed shipping dates, internal employee problems, lack of focused management, well the laundry list of problems at Ion Storm I’m sure you're all familiar with. I was definitely intrigued about playing the game as the hype alone made it worth buying. So after installing the game I sat through the incredibly long introduction to the game that plots you as Hiro Miyamoto who is supposed to be a martial arts expert.
A game that really feels unfinished. Save your money.
It’s time to wrap this up, and as is becoming tiresomely predictable, I’m about to tell you that the much maligned game is “not as bad as you’ve heard.” To be clear, the first chapter is probably worse than you’d expect, but the rest of the game (once all patched up) is perfectly playable. The sidekicks really don’t add anything though, and I wonder if the game would have had more success if it stuck with the four distinct time periods and dropped the rest. Who knows, and Romero himself has said that, with all the development troubles, it’s a feat that the game was released at all. So if you’re curious about this little piece of FPS history, the journey – and it’s strictly optional – at least won’t be all that bad.
It's time once again to delve into the wonderful wold of first person shooter mediocrity. This time around it comes in the form of Daikatana. After reading an ad that proclaimed I should let John Romero make me his bitch after playing his game, I figured why not. Sadly, Romero never got to make me his bitch, he just made me play through his pitiful excuse for a first person shooter instead.
An old man with a bizarre name and a clichéd heritage visits our samurai-teaching hero, called (funnily enough) Hiro Miyamoto. Via in-game cutscenes the old man relays the plot and your mission - to rescue his daughter and wield the time-travelling sword known as Daikatana against some dictatorial chap.
It's no secret that the gaming press has it in for John Romero. It's a fact. You might remember him as the primadonna former Id software game designer who worked on Wolfenstien 3D, The Doom series, Heretic, Hexen, and Quake. He's rich, he spends his days in the uber-headquarters at Ion Storm (they have a movie theater on their floor, for starters), and that makes us jealous. As the cynical bastards that we are, we can't stand a showboat, especially one who appears to be just so much hot air.
After more than three years in production, Daikatana, the first game developed entirely in-house by Ion Storm, has been released. And it's pretty bad. Ironically, Daikatana's biggest failures are due in large part to both a lack of imagination and poor design choices - in short, the very principles on which Ion Storm was founded.
From the outset Daikatana looks and plays like a game well past its sell-by date – the Quake II engine it is based on shouldn’t be exposed to such rigours at its age. While it would have been impossible to live up to the expectation John Romero himself perpetuated, Daikatana simply doesn’t cut it.
After three years in the making, you wouldn’t expect it to be one of the most drab, mediocre and tedious games ever to occupy valuable space on a hard drive. But you’d be wrong!
Still, the final product does not manifest the qualities that a talented team with a singular goal and proper guidance can produce. As much as I wanted to settle into Daikatana's classic shooter vibe and just be entertained, I could not ignore its substantial discordant harmonies. Most damning is the crude programming, the inconsistent map design and the jagged artificial intelligence. Furthermore, despite the abundance of graphical themes, monsters and weapons, ION does not furnish the one thing fans want from a first-person shooter: A vision we have never encountered. Although fun and proficient at times, it also comes across as a sometimes lusterless simulation of better titles. Despite an abundance of ambition, time was not on ION's side.
John Romero has hit the PC scene once again with his latest first person shooter, Daikatana. After leaving id Software, John Romero grouped up with others to form a new development company, Ion Storm. Since its conception over three years ago, the only title to come out of the offices has been the lackluster real time strategy title, Dominion. Daikatana is the overly hyped up concoction that Romero has been working on ever since he left id Software. After sending out false promise after false promise concerning the game’s release date, Daikatana has now made it out in stores. Unfortunate as it is, however, Daikatana has ended up coming out of development as a title that has some promising ideas that simply don’t pan out quite as well as they were supposed to.
Careening wildly through the vast middle ground between agony and brain-pulping frustration, DAIKATANA is a case study in how to botch a game. Meaningless weapons, bad monsters, excruciating cutscenes, painfully broken AI.. man alive, has there ever been a game where virtually every crucial design decision was as wrong as the choices in this game? Even more frustrating, there are sonic brief, fleeting moments when DAIKATANA actually flirts with fun; but playing this game for those few, precious moments is akin to eating your way through a dumptruck
full of dead mice for the $20 bill
buried at the bottom.
Daïkatana aurait pu être un jeu correct il y a quelques années, mais l'accumulation des éléments en font aujourd'hui un Quake-like hors d'âge, doté de trop peu d‘intérêt pour justifier un investissement de temps et d'argent. Daïkatana est ennuyeux d'un bout à l'autre, dépassé techniquement, doté d'un gameplay parfaitement banal et enfin d'une I.A. ridicule. Certes le patch 1.1 (44 Mo !) arrange quelques points mais ne peut à lui seul refonder entièrement le jeu. A vouloir chercher la frontière de nombreux types de jeu différents, Romero atteint finalement celle du "nulle-part", celle où rien ne se passe, où aucun élément ne vient rattraper l'autre. Bref, une saga et un jeu à oublier très vite au profit des grands titres du moment.
Despite the sheer mediocrity of Daikatana, people not interested in anything but simply blasting everything on the screen may very well enjoy themselves. Discerning players, however, will find this to be a time-travel experience that goes in the wrong direction. John Romero may be a rock star to some, but on the evidence of Daikatana, he's still playing arena metal with Axl.
First, let's get the early good things out of the way. John Romero, we at FiringSquad would like to give you our kudos on being the bravest man in the industry. After all the bad press, anti-hype and general 'vicious tiger sharks circling a wounded baby seal' feeling, it takes guts to release a game into this atmosphere. No matter how good it might have been, there would be detractors who would rip on it just because it's Daikatana. After 4 years in development, the "John Romero wants to make you his bitch/Suck it down!" disaster and enough release dates to cover the shipment of 4 or 5 games, people got bitter and remembered that. The feeling spread to those who didn't even have computers when Daikatana was announced, and they began to hate it too. Entire generations of internet newbies have been weaned on Daikatana jokes. Daikatana has served as the game that demonstrates to the newblers how vicious the internet hardcore community can be.
While it's too early to write off Ion Storm - after all, Deus Ex is looking promising, Daikatana is the most overhyped, overpriced and overexposed first-person shooter to date. It's showing its age badly despite the fact that it's only just come out, and gets blown away by games that should be enjoying life in the retirement home right now. Daikatana was never going to live up to its expectations - that would have been too much to ask, even of ex-id people. But no one expected it to be this bad. Flawed to the core and with little to make you want to come back to it, even when you get past the appalling opening levels. If ever there was an example of how not to make and market a game, Daikatana is it. Watch this one come out on budget in record time as everyone tries to recoup their money.
The great pulp horror writer H.P. Lovecraft conjured up terrors so hideous they left his characters at the worst irretrievably insane and, at the best, totally unable to describe the horror so alien to human experience. Thus I find myself grasping for a way to begin this review of Daikatana.