John Romero's Daikatana

Moby ID: 1678
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Description official descriptions

Hiro Miyamoto is a martial arts instructor and a member of an ancient clan of fighters. One day he learns that Kage Mishima, a sworn enemy of his clan, has gained possession of the Daikatana, a magical sword that allows its bearer to travel through time. As a result of Mishima's quest for power, a devastating disease is threatening humanity. Hiro and his friends must venture into different time periods, retrieve the sword, and defeat Mishima.

Daikatana is a first-person shooter using the Quake II engine. The game is divided into four episodes of several levels each, each episode taking place in a different time period: far-future Japan, ancient Greece, Dark Ages Norway, and near-future USA. The game uses cutscenes and text to tell the story. Two AI-controlled characters accompany Hiro throughout the quest, helping him in battles and also requiring protection. In addition to several different firearms, the Daikatana itself, which the player acquires in Episode 2, can gain experience and grow stronger as it is used. The game includes a multi-player deathmatch mode.

Spellings

  • 大刀 - Japanese spelling

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Credits (Windows version)

165 People (140 developers, 25 thanks) · View all

Reviews

Critics

Average score: 57% (based on 49 ratings)

Players

Average score: 2.6 out of 5 (based on 83 ratings with 12 reviews)

It's not that bad!

The Good
1. Bang for your buck. For $30, we're looking at 16 GIGANTIC levels in four worlds with different styles for each group.

  1. The Discus of Dadelous. It is the coolest weapon since the BFG.

3.Level design. The design is quite good. The way the levels are laid out is excellent.

  1. Multiplayer. The multiplayer levels are some of the best I've ever seen. There unbelievably tight.

  2. Sidekicks. I liked them.

This is an addendum to address something I found a personal attack that made me sick. <<The bovine, mothlike fanboys forcing themselves to love Daikatana are entertaining...in a sad, pathetic sort of way.>> First thing, I am not forcing myself to like Daikatana. I am never affected by hype. My personal opinions are created solely from the game. Secondly, if you find me entertaining, good for you! Just don't share it with everyone, or you come off like a jerk. And also, I have an opinion. Last time I checked, an opinion can't turn you into a moth or a cow. Now, I have a sense of humor, and believe me, this isn't humor.

The Bad
1. The Swamp. So bad it is scary. The epitome of bad level design. They probably hired a second grader for this level.

2.Ultimate Gas Hands-'Nuff Said



The Bottom Line
OK, so it's not the second coming, but it's not as bad as some make it out to be.

Windows · by emerging_lurker (160) · 2000

John, why do you want to annoy us?

The Good
Daikatana’s lead designer John Romero is a programming veteran. It is commonly believed that veterans are experienced enough to avoid obvious mistakes. However, Daikatana is a model for bad design decisions and balancing. I’m positively baffled – I do not understand how so many plain errors could have occurred to such an renowned designer. As it is, Daikatana should be shown to young designers to teach them what to avoid. It should not be played.

The Bad
Weapons: Worst I’ve seen in any 3D shooter so far. Standard weapon can hurt yourself (and will in small corridors) – who came up with that idea? Most explosive weapons are too weak; also, loading takes too long. Result: The first volley will rarely kill an enemy, but the foe will likely kill you while you reload. Weapon switching takes too long – this is exceptionally annoying in the heat of a battle. See save gems.

Sidekicks: Useless. They will die an a matter of seconds in any major battle, forcing you to replay most of the level. See save gems.

Balancing: Whoever did this is a candidate for a good flocking. If I was delirious enough to design a game that has a very restricted save system, I’d make damn sure that the player never encounters an unfair situation, and that the game forgives minor mistakes. Daikatana was obviously designed by sadists. Why on earth do closing doors crush me? Why do forcefields kill me? Why do hidden turrets shoot me in the back? Who could possibly design jumping puzzles in full knowledge that the players would die a couple of times and have to replay the whole level each time? Why are there dozens of health packs when you don’t need them, but none in a succession of fierce battles? These are just a few examples of many flaws -- minor by themselves, but so frequent that one or the other pains you all the time. See save gems.

Save gems: A prime example of idiocy, and of an incredibly arrogant tutelage of the players. If I pay $40 for a game, I wish that expensive program to satisfy me, not annoy me. I’m a grown-up, thank you, I can decide for myself how often I’d like to save. I DO NOT want the game to force such a decision upon me. If it does, as Daikatana does, I will not buy a game of that company again. Wake up, Ion Storm! You’re not increasing the thrill if you don’t allow the player to save whenever he wants to, you’re just increasing the frustration when he dies. Just in case nobody told you: Frustration is not fun.

The Bottom Line
Daikatana is 3D shooter hell. A solid game at its core, it is made virtually unplayable by a score of turn-offs, flaws and unfair situations. Play if you enjoy humiliation.

Windows · by -Chris (7762) · 2001

Suck it down!

The Good
The gigantic levels are very well designed and there are lots of puzzles to solve in them. The weapons are very creative, and the game can be considered an First-Person RPG, because you can level up your stats, such as Speed, Acro, Power and Attack, and even your Daikatana. The story is so great that the game can be turned into a book (there is a rare comic book by TopCow, released with the game), or even a movie (if Uwe Boll don't direct it). You are a martial arts trainer called Hiro Miyamoto, and you receive a visit from an unknown guy called Toshiro Ebihara, that says you have a mission to save his daughter Mikiko and a mystic sword called Daikatana, forged by the ancestors of Hiro. I really should say it's at least epic and creative!

The Bad
Even if the Sidekicks help you to not being alone while playing the game, they are annoying because of their defective A.I. Seriously, the A.I. is so bad that the sidekicks can get stuck in lots of spots, specially in stairs, they just keep going up-down-up-down, that really pissed me off. There are some slight graphics slowdowns, they happen most frequently when you're exposed into a fog effect or light. Also, if you're playing the game in the Windows Xp or later (I play it on Seven) you have to patch the game to version 1.2, because the game keeps crashing very often.

The Bottom Line
Don't let the critics let you down. Even if there are problems with the game, it is an underrated gem of the PC. It is very fun to play it and soon you feel in the story. One more thing: play the Windows version, not the N64 one, which is bad, ugly and slow.

Windows · by >>GuKankuro>> (26) · 2010

[ View all 12 player reviews ]

Discussion

Subject By Date
Should I try it? Unicorn Lynx (181780) Dec 30, 2011
incite PC gaming's Daikatana preview / interview video Foxhack (32102) Aug 19, 2007

Trivia

Advertisement

Long before Daikatana was released, an ad for it was run in several magazines stating "John Romero's Gonna Make You His Bitch." Needless to say this upset quite a few folks.

Daikatana Deathmatch

In April 2007, a fan team released Daikatana Deathmatch (DKDM), a multiplayer-only modification stripping the game from all the single player parts to reduce the file size for players who only want the multiplayer part. It still requires a full copy of the game to play. The link can be found in the related links section.

Development

Daikatana was in development for 3 years, exactly. The reason for the long development cycle was the switch to the Quake II engine. Romero decided to switch because of its colored lighting, among other graphical goodies, but when he finally received the source code, it was nothing like he pictured. Overall the story of the game's development and Ion Storm in general is as epic and profound as anything in the game. Check the related links for The Story of Daikatana.

Dialogue

The characters' sound files used in this game are not encrypted in any way. They're ordinary mp3 files which can be found in the data/sounds/voices folder of the Daikatana directory. There's quite a bit of unused dialogue in there which never made it into the full game. It seems the enemies and the player's two sidekicks were supposed to have more ambient dialogue (e.g. combat taunts, waiting sounds) than what was eventually used.

Dopefish

There are four Dopefish hidden in the game, one per time period.

German Windows version

In the German version enemy blood was colored grey, gore effects were removed and various human enemy modes changed, e.g. into robots or with an added mask to hide their face. A detailed list of changes can be found on schnittberichte.com (German).

Nintendo 64 version

The Nintendo 64 version misses violence in comparison to the original Windows version, e.g. purple instead of red blood. The PAL version was even cut further: the blood was replaced with sparks and civilians are immortal.

References

In the lobby of the Mishima Funeral Home/Crematorium, there's some solemn funeral-type music playing. This is really a slowed down version of the famous e1m1 music from DOOM.

Remix

As the sounds and dialog are not encrypted, one creative mixer was able to rearrange the dialog, add a little fake stuff here and there, add some bump-and-grind music, and came up with a long MP3 that sounds as if the two guys in the game were "engaging" the female sidekick. Computer Gaming World called it "the ONLY redeeming feature of Daikatana".

Sales

Daikatana sold 200,000 copies and had budget of over $10 million.

Awards

  • Computer Gaming World
    • April 2001 (Issue #201) – Coaster of the Year
  • PC Powerplay (Germany)
    • Issue 03/2005 - #8 Biggest Disappointment
    • Issue 02/2006 - #7 Hype Disappointment

Information also contributed by Alan Chan, bkaradzic, Kalirion, Kasey Chang, Sciere, WildKard and Zack Green.

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Contributors to this Entry

Game added by Matthew Bailey.

Additional contributors: Trixter, Andrew Hartnett, John Romero, Sciere, Ms. Tea, DreinIX, Cantillon, Patrick Bregger, Frank Sapone, aKro.

Game added June 18, 2000. Last modified March 16, 2024.