|
|
Daikatana

Click screenshot (above)
to order this game (if still available)
Can anyone remember the first time they heard of Daikatana?
Rumors date as far back as 1997, though allegedly, it was four
years in the making. This was to be the game to outshine
all games, and, if released in 1997 (or perhaps, 1996), it might
have done just that. Unfortunately, it hit store shelves only
recently...and, therefore, often appears to be four years old.
The story
of the game involves Hiro, whose ancestor designed a powerful
magic sword; the Daikatana! A villain du jour has stolen this
sword, and used its powers to travel back in time. This enemy
isn't too terribly bright, however, and hasn't changed pivotal
moments in actual history, as much as gone to a few areas that
may look cool as a game map: Norway, Alkatraz, Ancient Greece,
and a futuristic Japan. There are 24 levels in all, which means
you'll be playing for quite a while...presuming, of course, that
you keep playing for that long.
Why wouldn't a gamer keep playing? Because the first "episode"
--practically one-fourth of the entire game-- is truly horrid.
You go down a small cliff, and are suddenly attacked by killer
robot frogs (Yes, I'm serious). Adding insult to injury, your
first weapon is a laser that bounces off any surface, which means
the majority of your own shots end up hitting you instead
(yes, I'm still serious). If Kermit the Frog's evil descendants don't kill Hiro, he might just kill himself, over and
over again. What a sad way to start a game!
As Ion
Storm claims, yes, it gets better (sort of). There are different
enemies, and weapons, in each of the four "moments in time"
you travel to. This means all the killer frogs and that ricochet
weapon from the first quarter of the game are never seen again
(thank heaven). Grecian weapons include a metal discus, which
is not unlike an ancient variation of the discs-of-Tron.
There's also a trident with fish scales that seem to be alive,
and a snake staff with a pair of serpents that constantly hiss...cool!
Throughout the rest of the game is the Daikatana itself, which
gains power when in use. If used enough times, it can soon defeat
even the biggest foes with one swing. So, yes, it gets better
(sort of).
Personally, I didn't like a mere four "episodes"
in a game with a time travel premise. After all, given the game's
four years of development, a mere four time periods
seems terribly few. If you jumped back and forth to 12 or more
moments in time, that could've been pretty cool! Instead, a whole quarter of the game is wasted, to help a King defeat an
evil wizard; a dragging subplot that should've been put aside
for Heretic 3. Episode 1 is the most dragging, with such
exciting level names as "Sewers" and "The Marsh." Who
wants to pay $40 to explore a sewer and a swamp?
What a sad waste of a good time travel plotline.
True,
the graphics (thanks to the Quake
2 game engine) look good enough, though the textures
and maps seem cloned from other games. Greece, for example, resembles
a first person Tomb
Raider. Norway, with its wizards and castles, is
a poor man's Heretic
2. Episode 1 seems inspired by Quake
2 itself, including several (yawn) bulky, mechanical
robots. Most of the final episode is played in Alkatraz, which
is not half as inspired as it may sound. Apparently, some map
designer saw the cult hit action movie The Rock on cable TV,
and thought this would be a cool way to end the game. Nope.
To top it all off, the game can't even get a simple feature
like saving games right. You
must hunt down "save game crystals," and for that matter,
can only carry three at once. Sure, I've tolerated games with
"console-itis" in the past (ie, no save game feature
to speak of), though this is even worse; the programmers obviously
knew how to save a game at any time, yet wanted to torture you
into "searching" for a way to do it. The end result
is the worst game concept since the "You explore,
you DIE" adrenaline meter in Nightmare
Creatures.
Then
there's the two "friends" you meet, that tag along
until the very end of the story. The idea was apparently to have
these two characters help you, though they're more often in need
of help themselves. When they aren't killing you by mistake,
they're getting in your way, and you often kill them by
mistake...ending the game in the process. You have to play nurse
maid to these cyber-pals, waiting for them to catch up (presuming
their shoddy AI allows them to catch up at all), before
you can exit any level. Complaints about this pair lead right
on up to the lackluster finale "plot twist," which
is best left unsaid. So, allow me to just move on...
You have to love the irony here; a game about time travel,
which seems like a game from three years ago. However, this isn't
an intent to flame games of the past. From Sundog's
ship that needs repair, to Crusader's
action-sensitive, smash-and-crash environment, there are any
number of classic game concepts that should be resurrected, revised,
or "cloned" in some way. However, Daikatana
has none of these; it's mostly a salute to old game flaws,
which have often, gratefully, been long forgotten.
---Techtite
| All text, Title
graphics, and pix not of reviewed product, are created by Techtite,
copyright 2000; all rights reserved. Miniature scan of this game's
box cover art is used only for the purpose of review, and by
no means represent any affiliation with Techtite and the distributors
of that product. For further "legalese" & disclaimers,
click here... |
|