John Romero's Daikatana
About this item
- 25 Weapons, Over 50 Enemies, 24 levels, Spans 4 time periods
- Interactive Sidekicks, Superior artificial intelligence, Hardcore single player and Intense Multi-player
Product information
| ASIN | B00001ZT47 |
|---|---|
| Release date | May 24, 2000 |
| Customer Reviews |
3.2 out of 5 stars |
| Best Sellers Rank | #154,943 in Video Games (See Top 100 in Video Games) #10,167 in PC-compatible Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Product Dimensions | 9.6 x 7.9 x 2 inches; 9.6 Ounces |
| Binding | Video Game |
| Rated | Mature |
| Item model number | SDAIKPUSOO |
| Is Discontinued By Manufacturer | Yes |
| Item Weight | 9.6 ounces |
| Manufacturer | Eidos Interactive |
| Date First Available | October 24, 1999 |
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Product Description
Amazon.com
In a solemn candle-lit temple, Inshiro Miyamoto, the wise and skilled Official Weapons Forger to the Shogunate, bears a glistening newly minted katana before his wide-eyed son of 16 seasons, Usagi Miyamoto. Inshiro prophesizes that Usagi shall be the last of the Official Weapons Forgers. Usagi vows to create the most powerful sword in eternity. Inshiro believes him.
Years later, Usagi Miyamoto has indeed taken his late father's place as the Official Weapons Forger to the Shogunate Mishima. Unfortunately, Mishima rules his prefecture with an iron fist and a bloody sword. He demands that Usagi create for him a weapon powerful enough to crush the Ebihara Clan--a growing league of farmers, artisans, and warriors dedicated to overthrowing the brutal Mishima regime.
Unbeknownst to the greedy Mishima, Usagi Miyamoto has spent the past 15 seasons roaming the world in a quest for materials to build his all-powerful sword. From Haitian voodoo priests, to dark Celtic sects, to Malaysian Dream tribes, Usagi has cultivated a vast template of mystic secrets for his sacred Daikatana. He does not intend for the valuable weapon to go to the bloody hands of Mishima. However, when the spectacular sword is finished, Usagi realizes he has forged not only a time-wandering device, but also the ultimate weapon of universal destruction. Help him bury it forever before he commits ritual seppuku.
From the Manufacturer
Mikiko Ebihara, beautiful daughter of the unfortunate Dr. Toshiro Ebihara, has a favor to ask you. Will you join her in the quest to regain the mystical Daikatana, avenge her father's death, and set history straight? Journey from a future Kyoto, Japan, to ancient Greece, then on to Norway in the Middle Ages before meeting the ultimate challenges in San Francisco, 2030 A.D. This is Daikatana, a game that will change your concept of 3-D gaming forever.
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This game is by no means good. But it's always been there for a good laugh and I keep a copy around to remind me of my friend ... One day ... I'll sneak it back to him.
In many aspects, simply vanilla.
I don't care what engine a 3D game use, as long as I enjoy the game. Just as the realistic gore and fun seperated Soldier of Fortune from the rest, Daikatana's storyline set it apart. Plus, in Daikatana, you can "level-up" and alter your stats as you kill more enemies. You can increase your weaon's damage, speed, your jumping height, maximum health, and your running speed.
The weapons are innovative, to say the least, with 6 unique weapons in each of the four episodes. along with the Daikatana itself. When you use the Daikatana at first, it's a slow as crap. But as you kill more enemies with it, the sword becomes more powerful, until it reaches level 5, at which point a flick of the wrist can kill anything. The downside to this is that YOU don't get level-ups. Oh well, you've got to break a few eggs to make an omelette, I guess.
Also, the locales are especially unique. You travel through four time periods, and in each one, there is unique architecture that really sets the mood of the level, from the icy lands of 560 A.D. Norway to the temples of ancient Rome. Unfortunately, those are the ONLY things that set Daikatana apart. The rest of the game is the usual "find key/switch/artifact, open a door, repeat" formula.
Now, for the BAD part of the review - the AI! In the game, you'll get two sidekicks that help you. A few levels later though, you'll want to call them "groinkicks," because they will impede your progress so much that you'll want to give them just that! The sidekicks get in the way of your aim, they shoot YOU when you get in THEIR aim, they fall off ledges to their deaths, and they'll go after an enemy, even if they have no weapons! And guess what? If they die, so do you! Most of the time, you'll order them to stay put and finish the level yourself. And the enemies? They're cannon fodder. No brains at all. With the exception of the civilians, all they do is rush you. Believe it or not, the smartest enemies are...the doors! I'd swear that they have the minds of sadistic killers! They just LOVE to ambush hapless heros - they stay open until either you or a sidekick walks through the doorway, and then they suddenly close, crushing all that are in the way! Enemies know well enough to avoid them, so I guess in a certain respect, they ARE smart!
Overall, as I mentioned before, Daikatana is vanilla. There are new innovations, but when you get down to the gameplay, it's more of the same thing.
Where should one start? The (mid 90's) gaming-industry prima-donna John Romero with his touch of midas and fleet of Ferraris spearheading the development; the announcement of the greatest game-ever-experienced; the impossible schedule to be in stores before Christmas of 1997 with less than 7 months in production; the in-your-face advertisements that over-hyped this game like no other..
Then came the delays...and the postponements...and Christmas of 2000 - and then QUAKE III came along and everything felt so yesterday...
To be fair, this is NOT as bad a game as its reputation.
True, I hated the sidekicks so much (total lack of ANY intelligence - with the exception of finding ways to getting themselves killed and ending the game!) I had to let it steep for a whole summer before finishing it off. True, it was not fast enough or graphically impressive enough to compete by 2000.
On the other hand, most of the weapons were imaginative, the gameplay was innovative at times (incorporating some puzzles in an FPS game above the level of finding the...blue and red cards), the settings well designed (having to travel in different eras is not common in a futuristic games). What I really enjoyed, though, was its constant Japanese undercurrents, from weapons and sceneries to characters' dialog.
No game collection is complete without it I am afraid...
