
Daikatana
Gaming history's most infamous misfire is now on Steam, and curiosity is basically the only valid reason to load it up. Approach as an artifact, not an adventure.
GamerScout Verdict
Buy only if you want to experience gaming history firsthand; everyone else should watch a playthrough and save the frustration.
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About Daikatana
My first thought loading Daikatana was that I was essentially booting up a time capsule sealed in 2000 and buried under twenty years of internet infamy. The reputation precedes it so completely that reviewing the actual game almost feels beside the point, but here we are. This is a first-person shooter built on the Quake II engine, spread across 24 levels divided into four distinct episodes, each set in a different time period: futuristic Japan in 2455 AD, ancient Greece, Dark Ages Norway, and near-future San Francisco. On paper, that variety sounds appealing. In practice, the execution is the story of a game that never recovered from its own troubled development. The core loop is old-school arena shooting, with no cover mechanics and fast movement that fans of classic id Software titles will recognize immediately. Each episode swaps out the weapon roster, so you trade the Ion Blaster, a pistol whose ricocheting shots will cheerfully hurt you in water, for period-appropriate alternatives as you progress. There is also an experience point system that lets you level up attributes like speed, jump height, rate of fire, and vitality. The Daikatana sword itself can be leveled up by landing kills with it, growing more powerful but also more visually intrusive, eventually bisecting a chunk of your screen with glowing energy effects. The RPG layer sounds interesting in concept, but the attribute increases have so little tangible impact on play that you could largely ignore the entire system and notice almost no difference. The game's most notorious design decision is the AI sidekick system. Companions Mikiko Ebihara and Superfly Johnson follow you through most of the campaign, and losing either one means failing the level outright. Their pathfinding is genuinely bad. They get stuck on terrain, lag behind through doors, miss firefights entirely, and require active babysitting through areas that are already trying to kill you with cheap hitscan turrets and swarms of robotic insects. The save system compounds the friction further: rather than quicksaving freely, the original design tied saves to consumable Save Gems scattered around each level, which means running out carries real consequences. Community patches have addressed some of these technical issues and added widescreen support, so if you do play it, find patch 1.3 before you do anything else. What works, and it is a short list, is the soundtrack. The music is a confident mix of electro rock and heavier influences that fits the game's pulpy sci-fi tone better than anything else about it. The four-episode structure at least attempts genuine variety in setting and enemy roster, and there are moments, mostly in the Greece episode, where the level design approaches something competent. But these are islands in a wider sea of rough geometry, incoherent enemy placement, and a story delivered through cutscenes so poorly paced they read as a parody of late-90s FPS storytelling. Computer Gaming World named it the worst game of 2000 at the time, and replaying it today offers little reason to dispute that verdict. Who is Daikatana actually for right now? Retro FPS collectors who want every piece of the era on their shelf, and people drawn to gaming history's bigger cautionary tales. If you genuinely want to understand what made the Romero hype machine collapse so loudly, playing it is more illuminating than reading about it. For everyone else, the curiosity is satisfied faster by a YouTube playthrough than by personally navigating the swamp frogs in episode one.

Catch-all
Tags
System Requirements
Minimum
- OS
- Windows XP / Vista / 7 / 8
- Memory
- 512 MB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- 3D graphics card compatible with DirectX 9.0
- Processor
- Pentium 4 1.8 GHz
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Game Info
- Developer
- Ion Storm
- Publisher
- Square Enix
- Release Date
- Oct 1, 2013



