Описание
Key Features:
- Two highly-trained sidekicks to watch your back
- More than 50 superior enemies to slice and dice
- 25 glorious weapons to collect and utilize
- 24 huge levels that span four time periods
- Killer multiplayer capabilities for free network play
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows XP / Vista / 7 / 8
- Processor: Pentium 4 1.8 GHz
- Memory: 512 MB RAM
- Graphics: 3D graphics card compatible with DirectX 9.0
- DirectX: Version 9.0c
- Storage: 1 GB available space
Отзывы пользователей
Played on Shogun difficulty with the 1.3 patch, infinite saves and companions disabled because smashing my balls with an hammer would've been more enjoyable otherwise.
"Wait Dice, why are you recommending this game when everybody knows how bad it is?"
Well... the aforementioned patch and changes moves the experience from "miserable" to "interesting".
Episode 1 iis so infamous that there's not much to say that most don't know beyond the sad start, the unwieldy and bizzarely designed weapons, "I cannot leave without my buddy Superfly" and the enemies ranging from insects to robots to the descendants of Blood's cultists.
Episode 2, Ancoent Greece, is better: there are no hitscanners, most of the arsenal is decent and you start alone. This chapter is also the reason I turned off companions, since they kept getting stuck somewhere.
You also get the titular Daikatana here, which I promptly shelved for a few reasons:
1) It's so big that it takes 1/3 of the screen;
2) A melee weapon isn't that great for the last episode;
3) It steals the exp you'd normally get from killing enemies in order to get stronger and cover the screen even more.
Episode 3, the Dark Ages, is the high point of the game: no hitscanners and all weapons but one are simple and straightforward (friendly tip: don't use Nharre's Nightmare without enemies in sight). The only gimmick present are some enemies that will revive unless they're killed with the Silverclaw (a simple melee weapon) or gibbed.
Episode 4, the Present Times, is honestly a step back: hitscanners are back and a couple weapons, the Kineticore and the Metamaser, are unwieldy and terrible respectively: the former launches cryo projectiles that bounce off walls and can hurt you (it can also be used to propel yourself up like a pseudo rocket jump), while the latter is this episode's BFG and will kill you if you stay in its line of sight after firing it.
In a way, I kinda respect the ambition this game had, between the big enemy and weapon roster and the maps taking place through different time periods. Too bad didn't stick the landing at all.
It goes on sale for less than a buck. I think that's not a bad price for the ticket to the freak show.
Not bad with the fan made patch
Daikatana: What hasn't been said already?
So I've been holding off on writing this review, since I remember getting the N64 version as a kid and being super disappointed. As a kid, I thought that it was the definitive version of Daikatana, not knowing much about PC gaming at the time outside of Doom 1&2, Wolfenstein and Unreal. I'll preface this review with the fact that I haven't played the PC copy vanilla, and I never will since getting the community patch is necessary.
So here we are, the game that will make me John Romero's bitch. Well, the game didn't make me it's bitch, but I will surely bitch about this game. There's so much that went wrong here. But weirdly enough, I find it somewhat endearing in a way. If you didn't know already, John Romero was a developer at id Software who worked on titles such as Doom, Wolfenstein 3D, and Quake. He went on to open his own studio named Ion Storm, which developed Daikatana, so of course there was going to be some hype with a powerful name behind development. The game was originally built in the Quake engine, until Romero saw the Quake II demo and decided to switch to that engine instead. This lead to Daikatana being delayed, alongside roughly 20 employees leaving Ion Storm during development. Daikatana eventually released on August 1, 2000 for Nintendo 64 and May 23, 2000 for PC. There also exists a GameBoy Color top down Zelda style RPG, that I do own a physical and ROM file of, which was surprisingly decent.
The Bad: And oh boy there's lots of it
Oh man, where do I even start here? Let's start with the graphics. The color palette for the first chapter set in Japan 2455 AD is arguably the worst though. Way too much puke green and shit brown. What color palette did they use, city sewer? By 2000 standard, the quality isn't terrible but it’s not the best. Half-Life came out in 1998, and will always look better.
The AI was a major selling point for the game, but it became a major downfall. The AI can barely get to a location without a little pushing. They stand in your way, make it to where you can't climb a ladder and so on. In vanilla, your AI teammates need to survive and follow you to the end of the map. Knowing how stupid they are, they would die in the weirdest ways or just get stuck somewhere effectively soft locking the game. Luckily I didn’t have much issue with them since I patched the game.
Some of these puzzles are obtuse as fuck. Traversing through the maps is sometimes obtuse as fuck. There were moments that I felt this was a "Where the hell do I go?" type of game.
Game breaking bugs do exist, alongside death loops. The game feels like it's held together with duct tape and bubblegum.
Loading in vanilla takes a while and has this annoying tick sound, not a deal breaker, just an annoyance.
Just a small gripe, but in the Mishima Crematorium, the Doom e1m1 song is playing on the organ and it felt like a disservice to the song.
The goods: Yeah there are some
The settings after the first chapter aren't too bad. Greece was my personal favorite, especially with the weapons that could be picked up there.
The weapon pool is pretty good, but there are some standout stinkers such as the Ion Blaster in the first chapter, since it can’t be used underwater. The Daikatana itself was pretty fun to just swing around willy nilly and power up with slain enemies. The discus and trident in Greece were definitely fun items as well.
I enjoy the soundtrack, especially the main menu and the Greece theme.
The Daikatana 1.3 patch effectively made the game playable. It got recognition across the gaming sphere, and even John Romero himself praised and endorsed the project on his Twitter. Some of the improvements made are faster loading times, improved graphical fidelity, better AI and options to play without them or make them invincible, and support for widescreen displays. Playing the story without the AI is not recommended by the patch itself, but I feel it is a much better experience than waiting for Superfly or Mikiko to figure out how to get over a set of stairs.
The story is peak 90's style storytelling and god awful voice acting, arguably funnier than Castlevania Symphony of the Night's opening with Richter and Dracula. The story does feel hard to follow sometimes, but it comes together at the end.
Ironically, I have gotten Daikatana to work on Steam Deck using Luxtorpeda (downloaded from Protonup-qt) as my compatibility option and using Dekonega's Daikatana Defaults V7 controller config. A huge thanks goes out to Dekonega for that. Luxtorpeda auto installs the patch and makes it playable on Steam Deck without hitch.
The finale: A very curious piece of gaming history
For a game that has suffered delays before release and critical failure on release, between overhype surrounding it, the reveal trailer that ran at 12 FPS, the bad AI and so on, I still have a special place in my heart for this weird entry in gaming history. Surprisingly, yes, I do recommend Daikatana to others, only if it's patched. This was a project of passion for John Romero, and I can’t get too mad at that. There were so many good ideas here that cannot go overlooked, there were also really bad ideas that are glaring at times. If you were like me and grew up with the steaming pile of bullshit that was the 64 port, do yourself the favor and get the game and install the community patch. It's a very cathartic feeling after all this time.
I really should've listened to Jontron on this one even with the fan made patch it's not good
You need a patch to fix it and it still is very shit... :(
Nobody actually thinks that this game is any good... not even the guy the game is named after. (John Romero)
You can't leave without your buddy, Superfly.
Daikatana is perhaps one of the strangest retro FPS games because it starts with a totally botched concept and goes all in to be a ridiculously long mess that is simultaneously comically terrible and a lot of fun to figure out. As a cutting edge, full-priced FPS game that came out two years after Half Life and was somehow far worse looking and playing? It doesn't work. As a budget game you can get for a few dollars and sift through with the knowledge that it's "retro game" terrible? it's a masterpiece.
The game idea started with John Romero seemingly wanting to cross Legend of Zelda with FPS games like Doom. The main character is named after Shigeru Miyamoto and the game was ported to the N64 and GBC (The GBC game plays like a top-down Zelda game, oddly enough) Somewhere in the development of the concept to the finished product something was seriously lost in translation and the game ends up being a weird amalgam of all the oddest ideas possible- a game about a sword where you usually don't use the sword, a game where allies hinder more than help you, a game that has labyrinthian levels with confusing environemental obstacles but no map or clear means of getting through any of it. Yet, despite this- if you get through that "initial grind" you will probably fall into that wonderful groove you can get from playing through an overlong FPS game and kind of getting lost in the middle of everything.
The weird thing about Daikatana is the hardest part of the game is the very beginning. The game drops you into a swamp full of random frogs and dragonflies that are nearly impossible to hit. You walk a few feet forward, a turret opens up and kills you. You try to fire your gun underwater and it damages you. Then you go to exit the game and it mocks you for quitting. It is the single worst way I've ever seen an FPS game start, and it's the reason I quit playing this in the first five minutes the first time I tried it. There are of course tons of secrets and things to know, for example, the turret can be destroyed by shooting a nearby panel, the dragonflies pause briefly as they approach so you can shoot them, you can pick nearby berries for health and there are several secrets in the immediate vicinity that can help you if you only know to look for them. This is kind of where Daikatana shines, as you go through four different episodes all with different environments, weapons and enemies and sometimes knowing a few simple rules and working procedurally through the map can spell the difference between success and failure. Once you get to the Greece part you have already seen the worst the game has to offer and as you start battling skeletons and spiders in underwater caverns and exploring ancient ruins you start to see that there is actually kind of a great game hidden under all of the bugs.
Of course the AI on your allies almost ruins the game. The key is to just leave them at the entrance, kill all the enemies and come back and get them. Sometimes they will still manage to kill themselves by, say, opening a door while the game claims the NPC's skull is "split open" with a cutscene of the door bursting them into bloody chunks, which is actually comedy gold.
All the weapons in the first episode of the game kill you if you use them improperly, various panels that look like they're painted into the background need to be activated, forcing you to run around clicking everywhere to see what you need to activate. On Shogun difficulty the game will spawn you into rooms where various enemies are already shooting at you, and you can't save whenever you want, instead being relegated to "save gems" that deliberately attempt to stop you from killing an enemy, saving, and kill the next enemy, saving, and so forth. I actually like this element even though you can just walk back to the previous checkpoint to get a free save anyway. As you kill enemies you also get experience points you can use to increase your health and damage, and also the Daikatana, an ancient sword can be powered up and looks awesome when it reaches level 5. Despite this, the Daikatana is useful only in the past levels and will mostly kill you in the future because most enemies in the future fire guns at you while you try to hit them with the sword. You don't even use the sword to kill the final boss, in fact according to the story if two Daikatanas cross the entire universe ends (If you actually do this in the final boss fight nothing happens)
Was John Romero making a complex statement about how more honorable classic weapons like swords will never overpower our modern guns despite all of our wishful thinking? Actually, I suspect John Romero never actually played this game because he probably wouldn't have put his name at the beginning of it. And yet, after 24 chapters, nearly 30 weapons, countless enemy types and all kinds of weird puzzles and rules (Using a silver-clawed glove to kill werewolves, for example) I actually kind of love this game and think it gets a bad rap because of when it was released and the expectations placed upon it at the time. With that said, I don't play with the patch and still can't excuse the horrible AI and also feel that the average gamer will hate this game and rage quit in five minutes. If you don't enjoy Daikatana, go beat a few hundred other old FPS games and then come back to this one and you will probably have a better appreciation of what it was trying to do.
This game can go to Hell
Don't cry about it, patch it and play it. It's an awesome game.
Well, it's not so bad as people said through the years.
There are patches which make it much better than it was in its time.
So go try the game you should never mention if you'll ever meet John Romero :)
I waited a long time to try this game, should have kept waiting.
çekilmez
Дополнительная информация
Разработчик | Неизвестно |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 27.12.2024 |
Отзывы пользователей | 62% положительных (466) |