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.
For those of you living under a rock, Daikatana is the brainchild of
one of the creators of Doom, John Romero. Daikatana's
development process underwent so many engine changes and
redesigns I completely lost track, and quite frankly, lost interest.
When the game finally shipped it wound up using the Quake 2
engine and its age shows. Basically, the game starts off with a
cheesy stereotypical intro, which any intelligent person will
quickly lose interest in. In Daikatana, you assume the role of a
Japanese character Hiro, who oddly enough, looks just like John
Romero. Throughout the game you switch time periods including
Japan, The Netherlands, Greece, and some other place that gave
me a headache. During the first stages of the game you pick up
two sidekicks, a Japanese female and an African American male
who just happens to be named Superfly. Other than the sidekicks,
Daikatana follows the same old tired first person shooter formula.
Daikatana is based on the Quake 2 engine, and the Quake 2
engine is old, it's very old. Therefore, Daikatana contains all the
technical limitations brought on by the Quake 2 engine ( crappy
character modeling etc?). However, Daikatana is said to be
running on a highly modified Quake 2 engine and to that I say
bullshit. The funny thing is, Half-Life appeals to me more visually
than Daikatana and considering how old Half-Life is, I find that
very amusing. Daikatana has very little going for it graphically, just
about the only thing I did enjoy was the snow falling in the
Norwegian levels. Other than that, you will find a bland pallet of
textures and pitiful special effects. Weapon and enemy modeling
is a joke as well, every creature and weapon seems to have this
weird type of fleshy texture to it that I can't really describe too
well. I didn't get a sense of realism or intrigue from any of the
weapons, perhaps Romero should have just stuck with the Doom
weapons instead. Daikatana might have wowed me four years
ago, but after playing Quake 3 and Unreal Tournament, this game
looks like Doom.
The sound in Daikatana could possibly be the worst in a first
person shooter ever. The first level, the swamps of Japan, is so
annoying I turned my speakers off. All I heard constantly was the
buzzing of mosquitoes and other pesky swamp varmints. One thing
I found very lovely was Romero's blatant use of stereotypes. The
sidekick, Superfly, said every stereotypical thing a black man
could say.
Basically what Daikatana comes down to is a search for keys and
switches, but with sidekicks! Nearly every level consists of finding
keys, hitting buttons, and killing stuff. This would be great if I was
easily amused, but like most gamers, I've outgrown this tired
formula. The sidekicks are more or less useless, the AI is just
pitiful. I could have played through this game a lot faster if I didn't
have two babbling idiots following me around shooting me in the
back and getting me killed. The worst part of having sidekicks is
you can't complete the level unless they are both with you.
Unfortunately, it's a lot harder then it sounds because they
constantly get stuck or simply won't follow you. Moving on to the
next laugh?the game's name comes from the powerful sword you
possess throughout most of the game, Daikatana. This is probably
the best feature of the game, even though it sucks. Daikatana can
be powered to extreme proportions; it was my weapon of choice
for the later parts of the game due to its sheer power. The sword
moves and slashes so unrealistically its funny. Occasionally you
will find the odd well designed level, but in general the level
design is tiresome and boring. After she beat John Romero in a
deathmatch, Stevie "Killcreek" Case was hired at Ion Storm to be
a level designer. Quite frankly, they need to fire her.
One of my biggest gripes about this game concerns the start of the
game. Personally, if I ever made a game, I would make the first
couple levels very fun and addictive, but Romero decided for the
"make them quit and return the game after playing the first level"
strategy. I tried and tried my best to play through the Japan
scenario, which consists of five or six levels, but I couldn't and it
wound up taking me a couple days. The first level in the swamps is
so ugly and confusing it would make the average gamer want to
give up and take it back to the store. All you do is run around a
swamp blasting robot mosquitoes and robot frogs, now that's my
idea of fun. If you can make it to levels where there are actually
humans, rather than robot creatures, you will find them slightly
less annoying. As you could already probably predict, the monster
AI is pathetic as well. Most of the time, they simply hide behind
doors where you couldn't possibly see them or anticipate them
being there. Basically, gameplay in Daikatana is abysmal.
Fortunately, Daikatana supports multiplayer, which should
alleviate some frustrations of those who are fed up with single
player. I obtained my copy of the game three weeks or so after it
was put out on stores and I figured there would be plenty of
people online to play. However, I was mistaken. When I refreshed
the servers via the games internal server finder, I found at most
five servers up (this really goes to show just how sorry this game
is). When I did play against other humans, I found the gameplay to
be rushed and highly unbalanced. I would gladly play Quake 2 DM
over Daikatana DM any day.
Maybe John Romero should have been more concerned with
making a solid game then buying Stevie Case a boob job and
doing god knows what else with her. Daikatana is one of the
sorriest first person shooters to come out in years; it has absolutely
no redeeming qualities. The most amusing aspect of this game is
the amount of time that it took to make it, something like three
years, while Deus Ex (another Ion Storm product) took half the
time and is twice the game.
See the Game Over Online Rating System