Daikatana, John Romero's | ION Storm / Eidos Interactive | 2000 | |
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After a long development time this long-waited shooter appeared. First it was started on the Quake1-Engine - and finally on the Quake2-Engine was developed. All that time doesn't seem evident in the final resulting game. It does not seem like much thought went into it. One plays a majority of the game "supported" by two computer-controlled figures (Superfly Johnson and Mikiko Ebihara). Even if this idea is good, it provides again and again in practice to be a tremendous grind in the game. The two are to be followed dumbly and again and again not able to follow the way of the player. At times they do not succeed in jumping up on dozens of tries to climb a ladder. The game can also only rarely but particularly badly go into a a winless situation if one did not save for a long time and brought along only one of the two buddies. One must complete for example a navy training camp before ending a section. There's numerous difficult jumping puzzles, which could require a lot of saving to get past. Finally after passing that, a door could be opened in order for Superfly and Mikiko to follow, only Mikiko was not to be seen anywhere. Also calling with the keyboard command did not solve this either, and therefore the level could not be finished. I had to save and at restart the end of the previous level, then play for 2 minutes until the same place was reached where Mikiko and Superfly could not continue and give them instructions exactly to stay there. The famous designer of Doom fame, John Romero 1000 times promised with joy of the game's greatness and this is what we got. Supposedly Romero had a lavish and partying lifestyle and didn't spend enough time overseeing the game because the glitches are too frequent. It's too bad, because otherwise the game to some extent makes for some fun. The opponents are varied and, like the weapons, quite detailed. Also the three time zones give a nice mood. Some of the puzzles are good, but others again quite frustrating though generally not many. The story unfolds through many cutscenes (usually one at the beginning and one at the end of a level). Particularly the levels old Norway and Alcatraz gave me some fun, there were hardly any frustrating scenes with the frustrating buddies. Obviously the design team had no more desire to fine-tune the game after so many delays and such a long development - perhaps it was due to financial problems as well. P.S.: Some time after that, the first patch for Daikatana appeared. It's a large 40MB file... |
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