Daikatana [ANT
Review: 84%]
Platform: PC Category: FPS Maker: Ion Storm /
Eidos Interactive ESRB Rating: Mature Reviewed
by: ANT Caustic
Here, then, is my public apology to
John Romero and Co.:
Dear John, I'm very sorry to
have publicly trashed your latest work, Daikatana,
throughout the course of E3, based purely on the demo that I
had played a few times. Your game really isn't that bad, after
all. Sincerely, ANT Caustic
My first impressions
(see below) weren't that far off base, but the game grew on me
a lot after finishing the first episode. When playing, I tried
very hard to take away the fact that the game has been hyped
for years and years on a level with the Second Coming. I tried
to ignore the fact that we've waited through false release
date after false release date. I also tried to ignore the fact
that I am crazy in lust with Stevie Case. I wanted desperately
to review the game based on it's own merits.
The most
obvious thing about Daikatana is that it looks dated.
Because it was built on the Quake II engine, it lags severely
behind what you're probably accustomed to, graphically. It ran
very smoothly on a PII 450 with a VooDoo3 video card, but the
weaknesses showed up just as well. The characters flip between
2D and 3D, and the faces are static (no mouth movement to
match the voice acting), which makes it appear that everyone
is wearing masks. The bad guys explode when killed, looking
more like broken mannequin parts than chunky flesh.
Playwise, I'm reminded very much of Half-Life, but
with some important differences, both good and bad. On the
positive end, there's a lot of creativity shown here. There's
a great variety of monsters and weaponry introduced throughout
each of the 24 levels, including the game's namesake, found at
the end of the first act and carried through the rest of the
game. There's a lot to get used to, weapon wise, but that
helps keep the game fresh in the later levels. It definitely
makes up for the lack of secondary attacks, as found in
Doom and such.
The game has a minor strategic
element in that both Hiro and the Daikatana gain experience
for enemies killed, experience which can be translated into
skill points, increasing speed, power, etc. Not only do you
have to decide what ability you want to increase when the
skill points become available, but you have to choose whether
to get the experience for the sword (by making the kills with
the Daikatana) or for Hiro (by using any other weapon to
deliver the killing blow). As well, you can decide early on
whether you want to blow through the game, going straight for
the act endings, or you can spend some extra time looking for
hidden areas and secret power-ups, of which there are
plenty.
Now for the negative aspect: the sidekicks.
Superfly and Mikiko are cursed swords that you are required to
carry; while they are useful in that they fight with you and
can actually do a lot of helpful extra damage, they can also
hurt you. Friendly fire has to be taken into consideration,
and here's the real rub -- if they die, you die. Not so bad,
you might think, until you find out that you have little
actual control over their actions. Time after time, I told
them to stay, while I went ahead to clear out an area, and
turned around to find them still behind me. More than once,
one of them was the reason for starting from the last save
point, either from friendly fire, stupid behavior on their
part, or watching them get crushed by a door, or all
things.
The ammo and health packs are plentiful, until
the sidekicks have hooked up with you, at which point it
becomes a minor challenge to stay stocked. The creatures,
however, also multiply, so at least in this sense, the two
helping hands are welcome. If you get separated accidentally,
though, watch out, because you can't progress to the next
levels without them by your side, so you may find yourself
hunting them down and herding them toward the level exit.
The sound is pretty good, as well. The music is
nonintrusive, but cool, and fits the scenes pretty well. There
aren't any really obnoxious enemy noises (except for the
roboskeet, which sounds as irritating as a real mosquito). Oh,
but wait -- I'm managing to block out Superfly's one liners,
which will make you want to direct all your firepower his way.
Besides the constant half-threat of "Next time, it's yo' ass"
anytime you push him, Romero decided it would be cool to have
him randomly emit -- you guessed it --"Wasssssssssupppppppp!"
Nothing could have been more obnoxiously
mistimed.
Multiplayer was pretty good, as well, though
aimed blatantly at the professional. Newbies be warned -- if
this is your first multiplayer experience, the fragfest that
it will turn in to may very well turn you off to the concept
forever. There are cooperative and capture-the-flag modes, as
well as a cooperative multiplayer mode for the single player
episodes, wherein a second player replaces the AI of one of
the sidekicks.
If you decide to judge the game from
it's first episode, you'll be doing yourself a serious
disservice. The game improves as you go, particularly in level
design (my personal
favourite
is the second, recreating Greece
in impressive atmospheric detail). The sidekicks could have
gone, and my rating would have gone up tremendously. The
graphics could have been a bit more current, and this game
would have picked up a few points. I'm not sure what kind of
replay value this one will have, and the multiplayer being
geared toward the pros limits it from that aspect as well, but
overall, the game is pretty damned good. I recommend this game
to those who haven't had a good FPS in their life for a while,
and to anyone who wants to know what all the hubbub is about.
Be prepared for a challenge, though -- Romero's reputation has
some pretty good basis in ability.
[First Impression] [Probable Rating: 70%]
After about two hours playing time on the
long-awaited Daikatana, I have only one thing to say:
Welcome back, 1998.
The game is not as bad as
we had feared (I had circulated the demo around the ANT
headquarters and laughed heartily), but it's nothing special.
Had we not seen Half-Life, it would be worthy of its
hype, at least on first glance. However, we have seen
Half-Life, and for that matter, everything that has
come since. It becomes fairly obvious after a little play that
this game was conceived and started in the
mid-1990s.
Romero's lack of imagination shows from the
start. The story is clichéd and worn thin, based on everything
a thirteen-year-old boy wants to hear (which, granted, may
have been the intention). A Japanese sword teacher, Hiro
Miyamoto, is approached by an old man, who tells him of the
Daikatana, an extremely powerful sword with magical
properties, that was stolen (and is in the possession of) Kage
Mishima. The old man tells Hiro, in short, that the Daikatana
must be recovered, the old man's daughter, Mikiko Ebihara,
must be rescued, and that Hiro must set the flow of time back
properly. The old man is assassinated before Hiro can respond,
and the game begins.
It should be noted, at this point,
that Hiro has an American accent, but the other characters in
the first levels are extremely stereotyped Oriental accents.
Offensively so.
The weapons are, so far, a plasma-based
rifle and a C4 launcher. The controls are fairly simple,
mainly because we've seen them over and over again. The
creatures in the first level, as noted in many reviews of the
demo, are robotic crocodiles, frogs, and
mosquitoes
-- nothing
too difficult to handle, especially once you figure out where
they are likely to hide. There are the requisite secret areas
as well, containing nifty but predictable
power-ups.
According to the box -- I haven't gotten
nearly inside the game enough yet to verify this -- there are
25 weapons, 50 monsters, and 24 levels. There are, of course,
multiplayer capabilities. The sound is really good, if nothing
special, but the graphics -- honestly, there's no excuse for
the graphics to appear this dated. The backgrounds are nothing
fantastic, the characters and monsters seem to fade in and out
from 2D to 3D, and the walls are boxy and sharply angled. The
lighting is good, but that's really nothing to harp about,
given that the game has been in production for as long as it
has.
I look forward to finding out more about the game,
but my first impression is this: Without the hype, this might
have been a pretty decent game. Were it three years ago, this
would be a pretty decent game. Were there not so many blatant
problems that should have been corrected in the monstrous
production period, it might be a pretty decent game. But
pretty decent is really the best that it ever could've
been.
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