Daikatana
{{Short description|2000 video game}}
{{About||the Game Boy Color version|Daikatana (Game Boy Color video game){{!}}Daikatana (Game Boy Color video game)|the type of sword|Katana}}
{{Use mdy dates|date=March 2022}}
{{Infobox video game
| title = Daikatana
| image = Daikatanabox.jpg
| developer = Ion Storm
| publisher = {{Unbulleted list|Eidos Interactive|Kemco {{small|(N64)}}}}
| director =
| producer = Kelly Hoerner
| designer = John Romero
| programmer = Shawn C. Green
| artist = {{Unbulleted list|Jeremiah O'Flaherty|Eric Smith}}
| writer = Jorge Gonzalez
| composer = {{Unbulleted list|Al Chaney|Will Loconto|Will Nevins|Stan Neuvo|Robert Owen}}
| engine = Quake II engine
| platforms = {{cslist|Nintendo 64|Windows}}
| released = Nintendo 64
{{Video game release|JP|April 7, 2000{{Cite web |last=Staff |first=I. G. N. |date=2000-03-30 |title=Japanese Release Lists Updated |url=https://www.ign.com/articles/2000/03/30/japanese-release-lists-updated |access-date=2025-03-27 |website=IGN |language=en}}|UK|May 5, 2000{{Cite web |title=Daikatana |url=http://chipsworld.co.uk/detProd.asp?ProductCode=2795 |archive-url=https://web.archive.org/web/20020105151915/http://chipsworld.co.uk/detProd.asp?ProductCode=2795 |archive-date=January 5, 2002 |access-date=April 16, 2024 |website=Chipsworld}}|NA|August 1, 2000{{Cite web |author=I. G. N. Staff |date=2000-08-02 |title=You Can't Buy Daikatana |url=https://www.ign.com/articles/2000/08/02/you-cant-buy-daikatana |access-date=2023-03-08 |website=IGN |language=en}}}}Windows
{{vgrelease|NA|May 23, 2000{{Cite web |last=Ho |first=Jennifer |date=May 23, 2000 |title=Eidos Expedites Daikatana |url=http://gamespot.com/gamespot/stories/news/0,10870,2575049,00.html |archive-url=https://web.archive.org/web/20020413001726/http://gamespot.com/gamespot/stories/news/0,10870,2575049,00.html |archive-date=April 13, 2002 |access-date=January 23, 2024 |website=GameSpot}}|UK|June 9, 2000{{Cite web |last=Gestalt |date=May 31, 2000 |title=Daikatana reaches UK next week! |url=https://www.eurogamer.net/article-27789 |access-date=April 16, 2024 |website=Eurogamer}}|JP|June 30, 2000|AU|July 12, 2000{{Cite news |date=July 6, 2000 |title=PC Melbourne |url=https://www.newspapers.com/image/123688194 |access-date=April 16, 2024 |work=The Age |pages=71 |quote=Daikatana - 12/7}}}}
| genre = First-person shooter
| modes = Single-player, multiplayer
}}
Daikatana is a first-person shooter game developed by Ion Storm. It was published by Eidos Interactive for Windows and Kemco for Nintendo 64. Players control a swordsmaster who travels through various time periods using the eponymous Daikatana, a powerful sword tied to the fate of the world.
Daikatana was directed by Ion Storm co-founder John Romero, a co-developer of the influential first-person shooters Wolfenstein 3D (1992), Doom (1993), and Quake (1996). Announced in 1997 as Romero's first game after leaving id Software, it underwent a troubled development that saw a change in its engine, release date delays, and the departure of several staff members. The protracted development, combined with promotion that focused on Romero's involvement over the game itself, resulted in negative publicity for Daikatana prior to its release.
Released in May 2000, Daikatana received generally negative reviews for its outdated graphics, gameplay, repetitive sound effects, and poor artificial intelligence. It also sold only 40,351 copies, becoming one of the biggest major commercial failures of the video game industry. Due to the negative response, a separate version for the Game Boy Color did not receive a North American release; it was released in Europe and Japan to a more positive reception.
Gameplay
{{Expand section|date=May 2015}}
Daikatana is composed of 24 levels (18 in the console versions) divided into four episodes, with a varying number of levels per episode. Each episode represents a different location and time period: Japan in 2455 AD, ancient Greece in 1200 BC, the Dark Ages in Norway in 560 AD, and near-future San Francisco in 2030 AD.
One element that Daikatana stressed was the important role of Hiro Miyamoto's two sidekicks, Mikiko Ebihara (Bread) and Superfly Johnson. The death of either sidekick resulted in failing the level, and their assistance was required to complete certain puzzles. Due to poor AI implementation, the sidekicks, who were one of the game's selling points, became a focus of criticism.{{cite web |url=http://www.gamesradar.com/the-top-7-pr-disasters/?page=5 |title=The Top 7... PR disasters (Page 5) |last=Reparaz |first=Mikel |publisher=GamesRadar |date=March 21, 2007 |access-date=April 27, 2014 |quote=Worse, the game's biggest "innovation" – sidekicks whom you needed to protect – turned out to be its biggest liability, as their computer-controlled brains would diligently do whatever it took to get them killed.}}
Plot
In feudal Japan, two rival clans, Ebihara and Mishima, are at war. Mishima goes to swordmaster Usagi Miyamoto to craft a weapon to end the conflict: the Daikatana. However, Usagi realizes Mishima's dark desires and gives the Daikatana to Ebihara; Inshiro Ebihara throws the sword into a volcano at the end of the war.
In 2455 AD, swordmaster Hiro Miyamoto is visited by a man named Dr. Toshiro Ebihara, a descendant of Inshiro who is suffering from a plague and about to die. Toshiro tells Hiro that Kage Mishima, the ruler of the planet, took over the world by stealing the Daikatana and using it to alter history. In 2030, he stole the cure to a viral plague and uses the cure to control the world's population. Mikiko Ebihara (Toshiro's daughter) has been captured while trying to steal back the Daikatana, and Hiro must rescue her and fix history.
Hiro storms Mishima's headquarters where he rescues Mikiko as well as Superfly Johnson (Mishima's head of security) who rebelled when he grew sick of Mishima's brutal totalitarian practices. Mikiko and Superfly join Hiro in his quest and steal the Daikatana. Mishima encounters the trio as they steal the sword, wielding a second Daikatana. Mishima sends the trio back in time to Ancient Greece. Hiro and Mikiko defeat Medusa, recharging the Daikatana as it absorbs Medusa's power. The three time jump once more, only to encounter Mishima again and be sent through time to the Dark Ages, stranded as the Daikatana has run out of energy.
The group finds a sorcerer named Musilde who offers to recharge the Daikatana if Hiro, Superfly, and Mikiko can save his village from the black plague. To do this, the group must defeat the necromancer Nharre, reassemble a holy sword called the Purifier, and use it to restore King Gharroth's sanity so that he may use the sword to end the plague. When King Gharroth recharges the Daikatana, Hiro and his allies time jump again to the year 2030. San Francisco has fallen to gangs and martial law has been declared by the military and Mishima.
The trio fights their way through a naval base where the Mishima is working on weapons. The ghost of Usagi enters Hiro's body and gives him full control over the Daikatana. With Usagi's knowledge and sword skills, Hiro slays Mishima. One of the Daikatana disappears, as its timeline no longer exists.
Mikiko steals the remaining Daikatana and kills Superfly, revealing that the feudal Ebihara clan was just as evil as the Mishima clan. She announces her intentions to use the Daikatana to restore the honor of her ancient clan and take over the world. Hiro defeats and kills Mikiko, then uses the Daikatana to fix history once and for all. The altered timeline concludes: the Daikatana is never found in 2455, the viral plague is cured in 2030, the Mishima clan never takes over the world, and Hiro exiles himself to a forgotten corner of the space-time continuum, safeguarding the Daikatana to ensure that it never falls into evil hands.
Development
File:John Romero - Jason Scott interview (6951215353) (cropped).jpg]]
Daikatana was created by John Romero, an influential developer whose résumé included founding titles in the first-person shooter genre (Wolfenstein 3D, Doom, Quake) when he worked at id Software. The game was developed by Ion Storm,{{cite web |url=https://www.gamasutra.com/view/feature/131644/an_interview_with_ion_storms_mike_.php |title=An Interview with Ion Storm's Mike Wilson |last=Walter |first=Barbara |website=Gamasutra |date=October 31, 1997 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20131114151555/https://www.gamasutra.com/view/feature/131644/an_interview_with_ion_storms_mike_.php |archive-date=November 14, 2013 |url-status=dead}} a company founded by Romero, Tom Hall, Bob Wright, Mike Wilson, Todd Porter, and Jerry O'Flaherty. Wilson, the CEO, was removed in November 1997, after using $30,000 in company funds to buy a BMW. Wright was removed by Porter and O'Flaherty in May 1998. Over 50 Ion Storm employees left after Wright's removal. Porter and O'Flaherty were fired in 1999, with rumors being that Romero was angry at Porter's interference in Daikatana.{{sfn|Brown|1999|pp=30; 42}}{{Cite news |last=Biederman |first=Christine |date=January 14, 1999 |title=Stormy weather |work=Dallas Observer |url=https://www.dallasobserver.com/news/stormy-weather-6427649 |url-status=live |archive-url=https://web.archive.org/web/20240912001132/https://www.dallasobserver.com/news/stormy-weather-6427649 |archive-date=September 12, 2024}}
The aim was for the company to create games that catered to their creative tastes without excessive publisher interference, which had constrained both Romero and Hall too much in the past.{{cite magazine |title=Does John Romero Still Enjoy Shooting People? |magazine=Next Generation |issue=30 |publisher=Imagine Media |date=June 1997 |page=12 |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n12}} Daikatana was part of an initial three-game contract made between Ion Storm and expanding publisher Eidos Interactive; and the third title to be conceived at Ion Storm after Anachronox and what would become Dominion: Storm Over Gift 3. Ion Storm received a $13 million advance from Eidos.{{sfn|Krantz|1997|pp=57}} The game had a rumored budget of $30 million.{{cite web |author=Vaggabond |url=https://www.eurogamer.net/articles/article_27738 |title=The Story of Daikatana |website=Eurogamer |date=May 27, 2000 |accessdate=January 22, 2022}}
Two main influences for Daikatana were Chrono Trigger and The Legend of Zelda: Ocarina of Time,{{sfn|April Edge|1999|pp=49}} of which Romero was a fan. He implemented the sidekick feature from the former and the mighty sword from the latter.{{cite web |last1=Lupetti |first1=Matteo |title=Celebrate Daikatana's 20th Birthday With Its Weird Game Boy Color Port |url=https://www.fanbyte.com/features/daikatana-gbc/ |website=Fanbyte |date=May 23, 2020 |access-date=30 March 2022}} For the sidekicks, Romero wanted Mikiko and Superfly to do everything the player does in the game. Using 2001's Tom Clancy's Ghost Recon as another reference, he wanted the sidekicks to do more than what the AI squads can do like jumping, running, fighting and solving puzzles (the AI squads are locked to the ground and cannot jump). Romero later regretted this decision as he found out that programming this feature was very difficult because the sidekicks ended up being buggy and unresponsive.{{cite web |last1=Barton |first1=Matt |title=Matt Chat 55: Daikatana with John Romero |url=https://www.youtube.com/watch?v=lQMtVbz_JuE |website=YouTube |date=March 27, 2010 |access-date=30 March 2022}}
In 1997, Romero compared Quake{{'s}} seven weapons and ten monsters across the game with 150 polygons to Daikatana{{'s}} thirty-five weapons and sixteen monsters per episode with 500 polygons. John Carmack stated that a game of that size could not be completed by its December release date.{{sfn|Edge|1997|pp=23}}{{sfn|Krantz|1997|pp=57}} Romero's design document for the game was 400 pages long.{{Cite news |last=Jensen |first=K. |date=May 25, 2020 |title=20 Years Ago, John Romero's Daikatana Nearly Destroyed Doom's Legacy |work=PCMag |url=https://www.pcmag.com/news/20-years-ago-john-romeros-daikatana-nearly-destroyed-dooms-legacy |url-status=live |archive-url=https://web.archive.org/web/20240906163229/https://www.pcmag.com/news/20-years-ago-john-romeros-daikatana-nearly-destroyed-dooms-legacy |archive-date=September 6, 2024}} Kee Kimbrell, the co-creator of DWANGO, was the lead programmer.{{sfn|Hyper|1997|pp=44}}
The core concept was to do something different with shooter mechanics several times within the same game. Romero created the basic storyline, and named its protagonist Hiro Miyamoto in honour of Japanese game designer Shigeru Miyamoto. The title is written in Japanese kanji, translating roughly to "big sword". The name comes from an item in a Dungeons & Dragons campaign played by the original members of id Software, which Romero co-founded.{{sfn|Kushner|2003}} During this early period, the team consisted of fifteen people.{{cite web |url=http://www.planetdaikatana.com/articles/romero-01.shtml |title=John Romero Interview |work=Planet Daikatana |date=March 20, 1997 |archive-url=https://web.archive.org/web/20000904052720/http://www.planetdaikatana.com/articles/romero-01.shtml |archive-date=September 4, 2000}} The music was composed by a team which included Will Loconto.{{cite web |url=http://www.cdmag.com/articles/014/057/daikatana_screenshots.html |title=New screenshots of ION Storm's 3D shooter |last=Ocampo |first=Jason |website=Computer Games Online |date=September 8, 1998 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20021201033946/http://www.cdmag.com/articles/014/057/daikatana_screenshots.html |archive-date=December 1, 2002 |url-status=dead}} Christian Divine created the character Superfly Johnson, originally named Super Williams in honor of Super Fly and Jim Kelly's character from Enter the Dragon. He was originally of French descent with "his name taken from the few cultural documents left in the apocalyptic future" and his "character arc would be finding out his real identity at the end".
The game was built using the original Quake engine and had a planned release date of December 1997. Romero saw the Quake II demo at E3 1997 and decided to switch to the Quake II engine, but did not receive it until February 1998.{{sfn|Edge|2008|pp=83}} A version of Daikatana on the Quake engine was shown at that year's E3 alongside Tomb Raider II "to a muted reception" according to Edge.{{sfn|April Edge|1999|pp=46}}{{sfn|Edge|2003|pp=80}} It was listed at 50% completed by August 1997.{{sfn|PC Gamer|1997|pp=38}} This change resulted in many delays when finalizing the engine. The problems with programming the new engine contributed to the game being delayed from its projected 1998 release date. Romero stated prior to release that he would have chosen the Quake II engine to develop the game from the start if given the chance. Romero later ascribed some problems triggered in using the technology as being due to the rivalry manufactured by the company's marketing between them and id Software.{{cite web |url=https://www.pcgamer.com/uk/the-history-of-ion-storm/ |title=The History of Ion Storm |last=Lane |first=Rick |website=PC Gamer |date=February 16, 2018 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20191001203441/https://www.pcgamer.com/uk/the-history-of-ion-storm/ |archive-date=October 1, 2019 |url-status=live}} Due to the delays, development of the game ran parallel to Anachronox, Dominion: Storm Over Gift 3, and eventually Deus Ex.{{cite web |archive-url=https://web.archive.org/web/20010425030744/http://www.gamedaily.com/features/ionstorm/index.html |url=http://www.gamedaily.com/features/ionstorm/index.html |title=GameDAILY Interviews ION Storm's John Romero |date=January 1999 |author=Staff |work=GameDaily |archive-date=April 25, 2001 |url-status=dead}} Both Quake II and Quake III Arena came out before Daikatana.{{sfn|July Edge|1999|pp=50}}
Something that further impacted production was the departure of around twenty staff members from the team, who either left Ion Storm or transferred to the Austin studio.{{cite web |url=http://www.computerandvideogames.com/article.php?id=135776 |title=Interview: John Romero |website=Computer and Video Games |date=March 17, 2006 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20100417024314/http://www.computerandvideogames.com/article.php?id=135776 |archive-date=April 17, 2010 |url-status=dead}} In 1998, lead artist Bryan Pritchard left the company and was replaced by Eric Smith.{{cite web |url=http://www.ionstorm.com/news/daily_informant/101998_102598.htm |title=Eric Smith Named Daikatana Lead Artist |website=Ion Storm |date=October 23, 1998 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20011208154621/http://www.ionstorm.com/news/daily_informant/101998_102598.htm |archive-date=December 8, 2001 |url-status=dead}} According to Divine, the growing negative press surrounding the company had a further detrimental effect on development. Some of the backlash eventually led to his own departure for Ion Storm's Austin studio to work on Deus Ex.{{Cite news |last=Divine |first=Christian |date=January 2, 2002 |title=A hardcore elegy for Ion Storm |work=Salon.com |url=https://www.salon.com/2002/01/02/ion_storm/ |url-status=live |archive-url=https://web.archive.org/web/20240912003231/https://www.salon.com/2002/01/02/ion_storm/ |archive-date=September 12, 2024}} Almost the entire team working on Daikatana left to join Gathering of Developers by 1999. The most notorious incident was the public resignation of nine core team members at once, something Romero understood given the low team morale but felt as a betrayal of trust. The departures led to the hiring of Stevie Case as level designer and Chris Perna to polish and add to character models.{{cite web |url=http://archive.gamespy.com/legacy/interviews/womengaming5_a.shtm |title=Women of Gaming; Stevie "Killcreek" Case--Ion Storm |last=Law |first=Caryn |website=GameSpy |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20110224142002/http://archive.gamespy.com/legacy/interviews/womengaming5_a.shtm |archive-date=February 24, 2011 |url-status=dead}}{{cite web |url=http://archive.gamespy.com/interviews/december00/aog4/ |title=The Art of Gaming 2: Volume 7 |last=Kelly |first=Ryan |website=GameSpy |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20081004220446/http://archive.gamespy.com/interviews/december00/aog4/ |archive-date=October 4, 2008 |url-status=dead}} 17 people, one-fifth of Ion Storm's employees, left in early 1999, and Corrinne Yu, director of technology, left for 3D Realms.{{sfn|Presley|1999|pp=21}} Only two staff members remained on the game for the entirety of its production.
Problems reached the point that Eidos publishing director John Kavanagh was sent down to sort out problems surrounding its production.{{cite web |url=http://www.cdmag.com/articles/018/118/eye_on_storm.html |title=Eidos Eyeing Ion? |last=Fudge |first=James |website=Computer Games Online |date=March 21, 1999 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20030704112130/http://www.cdmag.com/articles/018/118/eye_on_storm.html |archive-date=July 4, 2003 |url-status=dead}} In a later interview, Romero admitted there were many faults with the game at release, blaming the development culture and management clashes at Ion Storm, in addition to staff departures causing much of the work to be scrapped and begun over again. Divine attributed the problems to a combination of overly carefree atmosphere, and corporate struggles about company ownership interfering with game production. In a 1999 interview, Romero attributed the slowing of development during that period to the staff departures, but said that most of the level design and the entire score had been completed before that. Wired listed the game 5th on the list of vaporware for 1999.{{Cite magazine |date=January 3, 2000 |title=Vaporware '99: The 'Winners' |magazine=Wired |url=https://www.wired.com/science/discoveries/news/2000/01/33142 |url-status=live |archive-url=https://web.archive.org/web/20080725102556/https://www.wired.com/science/discoveries/news/2000/01/33142 |archive-date=July 25, 2008}} A sequel, using the Unreal Engine 1, was considered.{{sfn|Coffey|1999|p=169}}{{sfn|PC Accelerator|1999|p=34}}
Promotion and release
File:Daikatana infamous advertisement.jpg
Daikatana was revealed in 1997, forming part of the opening publicity for Ion Storm. In subsequent years, the press material focused almost entirely on pushing the company name and its lead developers, something later regretted by several of its staff. This was particularly true of Romero. This consequently drew Romero away from production, leading to further difficulties.{{cite web |url=http://www.cdmag.com/articles/016/197/romero_interview.html |title=Riding the Storm |website=Computer Games Online |date=January 20, 1999 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20021216010115/http://www.cdmag.com/articles/016/197/romero_interview.html |archive-date=December 16, 2002 |url-status=dead}} Public, journalistic and commercial confidence in the project was weakened by the repeated delays to its release date. The situation was worsened when the Dallas Observer printed a story about the internal struggles of the Austin office, which cited both undercover interviews and leaked emails. The article prompted widespread publicity surrounding the staff departures and the company's financial status. Romero responded by calling the claims of the article "both biased and inaccurate". Later, Romero felt that their marketing's attempts to push the game only made Ion Storm and its core members come off as egotistical.
Daikatana was advertised with a 1997 print advert with the phrase "John Romero's about to make you his bitch", which became notorious. According to Mike Wilson, the advert was created by the same artist who designed the game's box art, under order of their chosen advertising agency. Both Wilson and Romero thought it was funny and approved it. Romero had second thoughts soon after but was persuaded by Wilson to let it pass. Speaking ten years later, Romero said he went along with it as he had a reputation for similar crass phrases. He said that the reactions to the poster tarnished the game's image long before release and continued to affect his public image and career.{{cite web |url=https://kotaku.com/john-romero-is-so-sorry-about-trying-to-make-you-his-bi-5541406 |title=John Romero Is So Sorry About Trying To Make You His Bitch |last=Ashcraft |first=Brian |website=Kotaku |date=May 18, 2010 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20190529002746/https://kotaku.com/john-romero-is-so-sorry-about-trying-to-make-you-his-bi-5541406 |archive-date=May 29, 2019 |url-status=live}} In a 2008 blog post, Romero attributed the marketing tactic to Wilson, prompting a hostile exchange of public messages between the two.{{cite web |url=https://www.eurogamer.net/articles/romero-and-wilson-spat-gets-dirty |title=Romero and Wilson spat gets dirty |last=Purchese |first=Robert |website=Eurogamer |date=January 21, 2008 |access-date=November 22, 2019 |archive-url=https://web.archive.org/web/20160605231102/https://www.eurogamer.net/articles/romero-and-wilson-spat-gets-dirty |archive-date=June 5, 2016 |url-status=live}} Romero told Retro Gamer that Sasha Shor, designed the game's packaging and the ad.{{sfn|Retro Gamer|2015|pp=30}}
Daikatana was demoed at the 1999 Electronic Entertainment Expo. The demo ran at a very low 12 frames per second, which further damaged the game's public image. Staff member Jake Hughes remembered that Romero wanted changes made which crippled the demo tech and caused the issues, while Romero states that he had already departed for E3 and the upper management insisted on the changes when he was gone. On April 21, 2000, Daikatana was completed and reached gold status.{{Cite news |last=Ajami |first=Amer |date=April 21, 2000 |title=Daikatana Is Gold |work=GameSpot |url=http://headline.gamespot.com/news/00_04/21_pc_daikatana/index.html |url-status=live |archive-url=https://web.archive.org/web/20010208190827/http://headline.gamespot.com/news/00_04/21_pc_daikatana/index.html |archive-date=February 8, 2001}} A tie-in comic book was drawn by Marc Silvestri{{cite web |url=http://romero.smugmug.com/Video-Games/Daikatana/1217593_bp5x9g/155482247_PHX98gg#!i=155482247&k=PHX98gg |title=The cover of the Daikatana comic by Mark Silvestri. - ROME.RO Photos - John Romero |publisher=Romero.smugmug.com |access-date=May 5, 2015}} and released by Top Cow for Prima Games' Daikatana: Prima's Official Strategy Guide.{{cite web |url=http://www.barnesandnoble.com/w/daikatana-prima-game-secrets/1014340037?ean=9780761514831 |title=Daikatana by Prima Game Secrets | 9780761514831 | Paperback | Barnes & Noble |publisher=Barnesandnoble.com |date=January 3, 2000 |access-date=May 5, 2015}} The Nintendo 64 version was first released as a Blockbuster rental exclusive by Kemco in August 2000.{{cite web |url=https://www.gamespot.com/articles/rental-only-daikatana/1100-2611253/ |title=Rental Only Daikatana |author=GameSpot Staff |work=GameSpot |date=August 2, 2000 |access-date=October 24, 2019}} It was later released for retail on November 26, 2000.{{cite web |url=https://www.gamespot.com/articles/daikatana-finally-ships-for-the-nintendo-64/1100-2657420/ |title=Daikatana Finally Ships for the Nintendo 64 |author=GameSpot Staff |work=GameSpot |date=October 28, 2003 |access-date=October 24, 2019}}
Daikatana received a 44 megabyte patch{{sfn|Edge|2000|pp=20}} and its final patch, version 1.2, was released on September 29, 2000.{{Cite news |author= |title=New Daikatana US and UK Patches |url=http://www.daikatana.com/news.htm |archive-url=https://web.archive.org/web/20020301014943/http://www.daikatana.com/news.htm |archive-date=March 1, 2002 |website=Daikatana.com |date=September 29, 2000 |access-date=December 12, 2015}} Following the release of Daikatana and Anachronox, Ion Storm Austin decided to close the Dallas branch office in July 2001. In the absence of any further official support after this closure, Romero gave the source code to community members, allowing them to develop additional platform ports (most notably Linux, macOS and other Unix-like systems) and bug fixes.Archived at [https://ghostarchive.org/varchive/youtube/20211211/9gs5r_4eY0k Ghostarchive]{{cbignore}} and the [https://web.archive.org/web/20150128224854/https://www.youtube.com/watch?v=9gs5r_4eY0k Wayback Machine]{{cbignore}}: {{Cite AV media |people=LeBreton, Jean Paul; Romero, John |date=January 20, 2015 |title="Devs Play" S01E05 - Doom (Part 8 - Map 6 Central Processing) 60fps [8/10] |url=https://www.youtube.com/watch?v=9gs5r_4eY0k&t=356 |access-date=December 12, 2015 |time=5:56 |publisher=Double Fine Productions |website=YouTube}}{{cbignore}}
Reception
=Sales=
Ion Storm's 1996 business plan projected that Daikatana would sell around 175,000 copies. Before Daikatana{{'}}s release, reports indicated that Ion Storm forecast sales of 2.5 million units, a number that GameDaily called necessary for the game "to become profitable".{{cite web |archive-url=https://web.archive.org/web/20010425030744/http://www.gamedaily.com/features/ionstorm/index.html |url=http://www.gamedaily.com:80/features/ionstorm/index.html |title=GameDAILY Interviews ION Storm's John Romero |date=January 1999 |author=Staff |work=GameDaily |archive-date=April 25, 2001 |url-status=dead |access-date=July 14, 2019}} According to American market research company PC Data, a week after its release, the game ranked number ten on their charts from the week of May 28 to June 3.{{cite web |url=https://www.gamespot.com/articles/daikatana-steps-up/1100-2589052/ |title=Daikatana Steps Up |author=GameSpot Staff |work=GameSpot |date=May 17, 2006 |access-date=October 24, 2019}} The computer version of Daikatana sold 8,190 copies in the United States by July 21, which drew revenues of $271,982. Mark Asher of CNET Gamecenter called this performance "a disaster".{{cite web |archive-url=https://web.archive.org/web/20000816190258/http://gamecenter.com/News/Item/Textonly/0,78,0-4502,00.html |url=http://gamecenter.com:80/News/Item/Textonly/0,78,0-4502,00.html |title=Game Spin: An Irrational Superhero Game |author=Asher, Mark |date=July 21, 2000 |work=CNET Gamecenter |archive-date=August 16, 2000 |url-status=dead |access-date=July 14, 2019}} According to PC Data, the game's domestic sales reached 40,351 units through September 2000.{{cite magazine |author=Staff |title=Wolfenstein Story: The Patch |date=January 2001 |magazine=Computer Gaming World |issue=198 |page=33}}
=Reviews=
{{Video game reviews
| N64 = true
| PC = true
| na = true
| CGW_PC = {{rating|1.5|5}}{{sfn|Coffey|2000|p=98}}
| Edge_PC = 4/10{{cite magazine |url=http://www.edge-online.com/review/diakatana-review/ |title=Daikatana Review (PC) |author=Edge Staff |magazine=Edge |issue=86 |date=July 2000 |access-date=April 27, 2014 |archive-url=https://web.archive.org/web/20140427193202/http://www.edge-online.com/review/diakatana-review/ |archive-date=April 27, 2014}}
| EGM_N64 = 3.87/10{{cite magazine |title=Daikatana (N64) |magazine=Electronic Gaming Monthly |year=2000}}
| EuroG_PC = 5/10{{cite web |url=http://www.eurogamer.net/articles/daikatana |title=Daikatana (PC) |last=Bramwell |first=Tom |website=Eurogamer |date=July 1, 2000 |access-date=April 27, 2014}}
| GameFan_PC = 77%{{cite web |url=http://www.gamefan.com/repre.asp?g=1994&t=r |title=REVIEW for Daikatana (PC) |last=Howarth |first=Robert |magazine=GameFan |date=May 26, 2000 |access-date=April 27, 2014 |archive-url=https://web.archive.org/web/20000622034258/http://www.gamefan.com/repre.asp?g=1994&t=r |archive-date=June 22, 2000 |url-status=dead}}
| GamePro_PC = {{Rating|3|5}}{{cite magazine |url=http://gamepro.com/computer/pc/games/reviews/5745.shtml |title=Daikatana Review for PC on GamePro.com |last=Wight |first=Brian |magazine=GamePro |date=June 1, 2000 |access-date=April 27, 2014 |archive-url=https://web.archive.org/web/20050124221310/http://gamepro.com/computer/pc/games/reviews/5745.shtml |archive-date=January 24, 2005 |url-status=dead}}
| GameRev_PC = C{{cite web |url=http://www.gamerevolution.com/review/daikatana |title=Daikatana Review (PC) |author=Johnny B. |publisher=Game Revolution |date=May 2000 |access-date=April 27, 2014}}
| GSpy_PC = 74%{{cite web |url=http://archive.gamespy.com/legacy/reviews/daikatana_a.shtm |title=Daikatana (PC) |last=Timperley |first=Nate "Lokust" |publisher=GameSpy |date=June 12, 2000 |access-date=April 27, 2014 |archive-url=https://web.archive.org/web/20040903040203/http://archive.gamespy.com/legacy/reviews/daikatana_a.shtm |archive-date=September 3, 2004 |url-status=dead}}
| Gen4_PC = {{rating|2|6}}{{cite magazine |last=Prince |first=Stephanie |url=https://archive.org/details/generation4-magazine-135/page/n89/mode/2up?q=Daikatana |title=Tarte a la creme |language=fr |magazine=Génération 4 |issue=135 |date=June 2000 |pages=90–91 |accessdate=July 24, 2021}}
| Hyper_N64 = 80/100{{cite magazine |last=Adam |first=Arthur |date=June 2000 |url=https://archive.org/details/hyper-080/page/56/mode/2up?q=Daikatana |title=Daikatana |issue=80 |magazine=Hyper |pages=56–57 |accessdate=July 24, 2021}}
| Hyper_PC = 60/100{{cite magazine |last=Fish |first=Eliot |url=https://archive.org/details/hyper-083/page/70/mode/2up?q=Daikatana |title=Daikatana |magazine=Hyper |issue=83 |date=September 2000 |pages=70–71 |accessdate=July 24, 2021}}
| JS_PC = 40/100{{cite magazine |url=https://archive.org/details/joystick116/Joystick%20116/page/n109/mode/2up?q=Daikatana |title=Daikatana |language=fr |issue=116 |magazine=Joystick |date=June 2000 |pages=110–111 |accessdate=July 24, 2021}}
| NP_N64 = 5.6/10{{sfn|Nintendo Power|2000|pp=132}}
| PCGUS_PC = 53%{{cite journal |url=http://www.pcgamer.com/reviews/reviews_208.html |title=Daikatana |last=Williamson |first=Colin |journal=PC Gamer |date=August 2000 |access-date=April 27, 2014 |archive-url=https://web.archive.org/web/20000818232413/http://www.pcgamer.com/reviews/reviews_208.html |archive-date=August 18, 2000 |url-status=dead}}
| PCPP_PC = 64/100{{cite magazine |last=Soropos |first=George |date=September 2000 |url=https://archive.org/details/PCPowerplay-052-2000-09/page/n87/mode/2up?q=Daikatana |title=Daikatana |magazine=PC PowerPlay |issue=52 |pages=88–89 |accessdate=July 24, 2021}}
| SGP_N64 = 7.3/10{{cite magazine |author=Lord Mathias |url=https://archive.org/details/SuperGamePower_Ano_06_No._074_2000-05_Nova_Cultural_BR_pt/page/n45/mode/2up?q=Daikatana |title=Daikatana derrapa nos graficos e na diversao |language=pt |date=May 2000 |magazine=Super GamePower |volume=6 |number=74 |page=46 |accessdate=July 24, 2021}}
}}
Jeff Lundrigan reviewed the PC version of the game for Next Generation, rating it two stars out of five, and stated that "This isn't the worst game you'll ever play, but there's precious little fun either. Two years out of its time, Daikatana is notable mostly for its mediocrity."{{cite magazine |last=Lundrigan |first=Jeff |title=Finals |magazine=Next Generation |volume=3 |issue=8 |publisher=Imagine Media |date=August 2000 |page=95}} Entertainment Weekly gave it a "D", calling the game a "disaster" on the scale of the box-office bomb Waterworld.{{cite magazine |url=http://ew.com/article/2000/06/16/daikatana/ |title=Daikatana Review |last=Brooks |first=Mark |magazine=Entertainment Weekly |issue=545 |date=June 16, 2000 |access-date=April 27, 2014}} PC Zone{{'s}} review criticized the first episode as the worst part of the game and that "Romero's reputation is based on the fact that he is the daddy of game design. Daikatana must be his illegitimate child".{{sfn|PC Zone|2000|pp=62}} The second level in Greece was praised by Robert Coffey in Computer Gaming World as the game's best level.{{sfn|Coffey|2000|p=99}}
Computer Gaming World named it the worst game of 2000.{{cite magazine |magazine=Computer Gaming World |author=CGW Staff |title=Computer Gaming World Game of the Year Awards |page=83 |date=April 2001 |issue=201 |url=http://www.cgwmuseum.org/galleries/issues/cgw_201.pdf |archive-url=https://web.archive.org/web/20120425143146/http://www.cgwmuseum.org/galleries/issues/cgw_201.pdf |archive-date=April 25, 2012 |url-status=dead }} It was listed as the worst game of the year by Maximum PC{{'s}} technical editor Will Smith and associate editor Geoff Visgilio.{{sfn|Maximum PC|2000|pp=41}}
The Nintendo 64 version received "unfavorable" reviews, according to the review aggregation website GameRankings. Nintendo Power{{'s}} gave the Nintendo 64 version a score of 5.6 out of 10 stating that Doom on the Super Nintendo Entertainment System was superior.{{sfn|Nintendo Power|2000|pp=132}} David Toole's review in GameSpot criticized the low amount of enemies in this version and the simplistic music, but praised the smooth in-game framerate despite the cutscene framerate being low.{{Cite news |last=Toole |first=David |date=August 4, 2000 |title=Daikatana Preview |work=GameSpot |url=https://www.gamespot.com/articles/daikatana-preview/1100-2543650/ |url-status=live |archive-url=https://web.archive.org/web/20140916232342/https://www.gamespot.com/articles/daikatana-preview/1100-2543650/ |archive-date=September 16, 2014}}
=Retrospective analysis=
Since its release, the game has been called one of the worst video games of all time.{{cite web |url=https://www.theguardian.com/technology/2015/oct/15/30-worst-video-games-of-all-time-part-one |title=The 30 worst video games of all time – part one |last1=Stuart |first1=Keith |last2=Kelly |first2=Andy |last3=Parkin |first3=Simon |last4=Cobbett |first4=Richard |work=The Guardian |date=October 15, 2015 |access-date=October 24, 2019}}{{cite web |url=https://www.pcworld.com/article/127579/article.html?page=4 |title=The 10 Worst Games of All Time |last=Townsend |first=Emru |work=PC World |date=October 23, 2006 |access-date=October 24, 2019 |archive-date=May 15, 2020 |archive-url=https://web.archive.org/web/20200515021355/https://www.pcworld.com/article/127579/article.html?page=4 |url-status=dead }}{{cite web |url=http://www.gamesradar.com/worst-games-all-time/ |title=The 100 worst games of all time |author=GamesRadar Staff |publisher=GamesRadar |archive-url=https://web.archive.org/web/20160319111212/http://www.gamesradar.com/worst-games-all-time |archive-date=March 19, 2016 |access-date=May 5, 2015 |url-status=live}} GameTrailers ranked the game as the second-biggest gaming disappointment of the 2000s, citing the game's terrible AI, pushed-back release dates, controversial magazine ad, and internal drama as "the embodiment of game's industry hubris."[http://www.gametrailers.com/video/top-10-gt-countdown/62585 GameTrailers, Top 10 Disappointments Of The Decade] {{webarchive |url=https://web.archive.org/web/20120614061433/http://www.gametrailers.com/video/top-10-gt-countdown/62585 |date=June 14, 2012 }}
The game critic Ben "Yahtzee" Croshaw, on a retrospective episode of Zero Punctuation, also citing the development delays and the magazine ad, named Daikatana "one of the most notorious disappointments in the entire history of first-person shooters", comparing the game to Duke Nukem Forever.{{cite web |url=http://www.escapistmagazine.com/videos/view/zero-punctuation/9699-John-Romero-Daikatana-Review-Epic-Failure |title=Daikatana - John Romero's B**** |last=Croshaw |first=Ben |author-link=Yahtzee Croshaw |publisher=Escapist Magazine |date=September 3, 2014 |access-date=October 27, 2019 |archive-date=September 26, 2018 |archive-url=https://web.archive.org/web/20180926160115/http://www.escapistmagazine.com/videos/view/zero-punctuation/9699-John-Romero-Daikatana-Review-Epic-Failure |url-status=dead }}
In 2010, Romero said that despite its shaky development and being considered one of the worst games of all time, Daikatana was "more fun to make than Quake" due to the lack of creative interference.
==Unofficial patch==
{{Infobox software
| title = Daikatana v1.3
| logo =
| logo caption =
| name = Daikatana v1.3
| developer = Frank Sapone and others
| engine = Quake II engine
| platform = Microsoft Windows, macOS, Linux, FreeBSD
| genre = Unofficial patch
| released = {{Start date and age|2014|06|02}}{{cite web|url=http://daikatananews.net/|title=Daikatana News [11.11.2022]|access-date=November 12, 2022}}
| website = {{URL|https://github.com/maraakate/daikatana/}}
| latest release version = 08-17-2023
| latest release date = {{Start date and age|2023|08|17}}
}}
Daikatana v1.3 (also referred to as the "1.3 patch"{{cite web|url=https://whatculture.com/gaming/10-broken-video-games-that-fans-had-to-fix?page=4|title=10 Broken Video Games That Fans Had To Fix (7. Daikatana)|last=Pooley|first=Jack|date=March 3, 2021|work=WhatCulture|access-date=June 9, 2022}}{{cite web|url=https://www.eurogamer.net/20-years-after-its-release-its-time-to-play-daikatana|title=20 years after its release, it's time to play Daikatana|last=Lupetti|first=Matteo|date=May 31, 2020|work=Eurogamer|access-date=June 9, 2022}}) is an unofficial patch project started by modder and IT professional Frank Sapone and other modders.
Upon request, Romero sent the complete source code for version 1.2 of the game to Sapone. However, the hard drive that was sent corrupted. After shelving it for five years, Sapone successfully compiled the source code. After this, Sapone enlisted the help of other modders to help work on the patch. Reportedly, by playing multiplayer matches of the game, it has helped Sapone find bugs and test the code's stability. In 2014, the first version of the patch was released. It is currently under active development.{{cite web|url=https://www.rockpapershotgun.com/daikatana-is-a-game-that-lives-down-to-its-reputation|title=Daikatana is a game that lives down to its reputation|last=Walker|first=John|date=February 17, 2020|work=Rock Paper Shotgun|access-date=June 9, 2022}}
The project aims to fix various issues the game was criticized for and make general improvements:
- Bug fixes
- Faster loading times with an option to disable the sound effect{{cite web|url=https://www.gamingonlinux.com/2016/07/you-can-play-controversial-fps-daikatana-on-linux-now-thanks-to-a-fan-patch-endorsed-by-john-romero/|title=You can play controversial FPS 'Daikatana' on Linux now, thanks to a fan patch endorsed by John Romero|last=Palacio|first=Daniel|date=July 20, 2016|work=GamingOnLinux|access-date=June 9, 2022}}
- Graphical fidelity
- Improved AI for the sidekick characters (including the options to make them invincible on the easy difficulty, increased health on other modes, or to play without them)
- Fixed online multiplayer utilizing the QTracker service
- Support for widescreen (including 4K and 5K resolutions){{cite magazine|url=https://www.pcgamer.com/how-to-run-daikatana-on-windows-78/|title=How to run Daikatana on Windows 7/8|last=Fenlon|first=Wes|date=April 16, 2015|magazine=PC Gamer|access-date=June 10, 2022}}
- HD textures
- Glowmaps{{cite web|url=https://www.gloriousgaming.com/blogs/gaming-news/17-years-later-daikatana-is-still-alive|title=17 YEARS LATER, DAIKATANA IS STILL ALIVE (AND BETTER THAN EVER)|last=Temelkovski|first=Rashko|date=July 5, 2017|work=GloriousGaming.com|access-date=June 10, 2022}}
- Ability to play the game on macOS (including systems with Apple silicon chipsets{{cite web|url=https://www.shacknews.com/cortex/article/1607/daikatana-ported-to-apple-silicon|title=Daikatana ported to Apple Silicon|author=Schnapple|date=January 25, 2022|work=Shacknews|access-date=June 10, 2022}}), Linux,{{cite magazine|url=https://www.pcgamer.com/meet-the-superfans-who-spent-a-decade-bringing-daikatana-back-to-life/|title=Meet the superfans who spent a decade bringing Daikatana back to life|last=Winkie|first=Luke|date=February 16, 2017|magazine=PC Gamer|access-date=June 9, 2022}}{{cite web|url=https://www.heise.de/newsticker/meldung/Nach-ueber-15-Jahren-Ego-Shooter-Daikatana-kommt-fuer-Mac-und-Linux-3273687.html|title=Nach über 15 Jahren: Ego-Shooter Daikatana kommt für Mac und Linux (in German)|date=July 20, 2016|work=Heise Online|access-date=July 10, 2019}} and FreeBSD{{cite web|url=https://zonait.ro/descarca-daikatana-gratuit-acum/|title=Descarca Daikatana gratuit acum (in Romanian)|author=Zona IT|date=July 14, 2016|work=ZonaIT.ro|access-date=July 10, 2019}}
Jack Pooley of WhatCulture called it a "tectonic improvement" over the vanilla game. Matteo Lupetti of Eurogamer said, "Thanks to these modders, Daikatana is a totally playable game now." Speaking about the modders behind the project, Schnapple of Shacknews said, "they've delivered a version of the game that's improved the original considerably." Rashko Temelkovski of GloriousGaming.com said, "thanks to these people, Daikatana is actually much better than you might remember it." John Walker of Rock Paper Shotgun said, "while boosting it ... via the improbable existence of still-maintained Daikatana 1.3 fan project, nothing can fix what a leaden lump of clumsy unfun [Daikatana] truly is."
Romero has praised and endorsed the project on his Twitter account.{{Cite tweet|author=Romero, John|user=romero|number=753287563838980100|date=July 13, 2016|title=The Daikatana v1.3 Win / OSX / Linux pre-beta is available and works really well. I'm finally able to play it on...|access-date=June 10, 2022}}{{Cite tweet|author=Romero, John|user=romero|number=1106606630458789889|date=March 15, 2019|title=Thanks to Frank Sapone and his mod team for doing such a great job bringing Daikatana up to a very playable level with the v1.3 patch! Here's a video about the patch.|access-date=June 10, 2022}}
Game Boy Color version
{{Main|Daikatana (Game Boy Color video game)}}
The Game Boy Color version of Daikatana was released in Europe and Japan; publisher Kemco decided against the North American release due to the poor reputation of the Daikatana brand. The Japanese version was also only made available as a download for the Nintendo Power peripheral.{{cite web |last=Romero |first=John |title=
See also
- {{Portal-inline|1990s}}
- {{Portal-inline|Video games}}
- {{Portal-inline|United States}}
{{Clear}}
References
{{Reflist|30em}}
Works cited
- {{cite magazine |last=Brown |first=Ken |date=1999 |title=Ion To Dump Two Founders |volume= |issue=181 |magazine=Computer Gaming World |publisher=Ziff Davis |url=https://archive.org/details/Computer_Gaming_World_Issue_181}}
- {{cite magazine |last=Coffey |first=Robert |date=1999 |title=Making Mayhem: The Blood, Sweat, and Tears of Blood, Guns, and Speed |volume= |issue=181 |magazine=Computer Gaming World |publisher=Ziff Davis |url=https://archive.org/details/Computer_Gaming_World_Issue_174}}
- {{cite magazine |last=Coffey |first=Robert |date=2000 |title=Yep...it stinks |volume= |issue=193 |magazine=Computer Gaming World |publisher=Ziff Davis |url=https://archive.org/details/Computer_Gaming_World_Issue_193}}
- {{cite magazine |last=Krantz |first=Michael |date=1997 |title=Beyond Doom and Quake |volume=149 |issue=25 |magazine=Time |publisher=Time Warner |url=https://archive.org/details/time-1997-06-23}}
- {{cite magazine |last=Presley |first=Paul |date=1999 |title=Staff picks (and dirty tricks) |volume= |issue=141 |magazine=PC Zone |publisher=Future plc |url=https://archive.org/details/PC_Zone_Issue_072_1999-01_Dennis_Publishing_GB}}
- {{cite magazine |date=1997 |title=An Audience With John Romero |volume= |issue=45 |magazine=Edge |publisher=Future Publishing |url=https://archive.org/details/edge-020/Edge-045 |ref={{harvid|Edge|1997}}}}
- {{cite magazine |date=2000 |title=Daikatana |volume= |issue=91 |magazine=PC Zone |publisher=Future plc |url=https://archive.org/details/PC_Zone_Issue_091_2000-07_Dennis_Publishing_GB |ref={{harvid|PC Zone|2000}}}}
- {{cite magazine |date=2000 |title=Daikatana |volume= |issue=131 |magazine=Nintendo Power |publisher=Nintendo |url=https://archive.org/details/NintendoPower1988-2004 |ref={{harvid|Nintendo Power|2000}}}}
- {{cite magazine |date=2003 |title=Daikatana: The Damned |volume= |issue=120 |magazine=Edge |publisher=Future Publishing |url=https://archive.org/details/edge-020/Edge-120 |ref={{harvid|Edge|2003}}}}
- {{cite magazine |date=1999 |title=Daikatana 2 |volume= |issue=16 |magazine=PC Accelerator |publisher=Future US |url=https://archive.org/details/Computer_Gaming_World_Issue_174 |ref={{harvid|PC Accelerator|1999}}}}
- {{cite magazine |date=1997 |title=Eye of the Storm |volume= |issue=141 |magazine=Hyper |publisher=Nextmedia |url=https://archive.org/details/hyper-046 |ref={{harvid|Hyper|1997}}}}
- {{cite magazine |date=2008 |title=From Frags To Riches |volume= |issue=191 |magazine=Edge |publisher=Future Publishing |url=https://archive.org/details/edge-020/Edge-191 |ref={{harvid|Edge|2008}}}}
- {{cite magazine |date=1999 |title=inside id |volume= |issue=73 |magazine=Edge |publisher=Future Publishing |url=https://archive.org/details/edge-020/Edge-073 |ref={{harvid|July Edge|1999}}}}
- {{cite magazine |date=1999 |title=ion storm |volume= |issue=70 |magazine=Edge |publisher=Future Publishing |url=https://archive.org/details/edge-020/Edge-070 |ref={{harvid|April Edge|1999}}}}
- {{cite magazine |date=2000 |title=Patch file size |volume= |issue=88 |magazine=Edge |publisher=Future Publishing |url=https://archive.org/details/edge-020/Edge-088 |ref={{harvid|Edge|2000}}}}
- {{cite magazine |date=2015 |title=Q&A John Romero |volume= |issue=141 |magazine=Retro Gamer |publisher=Future Publishing |url=https://archive.org/details/retro-gamer-raspberry-pi-buenos-aires |ref={{harvid|Retro Gamer|2015}}}}
- {{cite magazine |date=1997 |title=Romero's Vision |volume= |issue=39 |magazine=PC Gamer |publisher=Future plc |ref={{harvid|PC Gamer|1997}}}}
- {{cite magazine |date=2000 |title=Staff picks (and dirty tricks) |volume= |issue=141 |magazine=Maximum PC |publisher=Future US |url=https://archive.org/details/maximum-pc-the-nearly-complete-collection |ref={{harvid|Maximum PC|2000}}}}
=Bibliography=
{{Refbegin}}
- {{cite book |last=Kushner |first=David |author-link=David Kushner (writer) |title=Masters of Doom |date=2003 |publisher=Random House |isbn=0-8129-7215-5}}
{{Refend}}
External links
- {{official website|https://web.archive.org/web/20000621141139/http://www.daikatana.com/}}
- {{MobyGames|id=/john-romeros-daikatana}}
- [https://www.npr.org/templates/story/story.php?storyId=4803167 "From 'Doom' to Gloom: The Story of a Video Game Flop"], NPR Morning Edition story on Romero, part of a series of other famous debacles
- [https://web.archive.org/web/20000619155817/http://www.gamespot.com/features/btg-daikatana/index.html Knee Deep in a Dream: The Story of Daikatana], a GameSpot series of behind-the-scenes articles on Romero and his work on Daikatana
{{Ion Storm}}
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