Publisher - TBA
Developer - Ion Storm
Platform - N64
Release Date - February 1999
Type - 3D Shooter
Updated Recently
Daikatana, developed at Ionstorm by
John Romero and team, looks to be
coming together fine with a strong
storyline and compelling gameplay.
The story behind the game (Story?
Behind a Romero game?) is as
follows. In the year 2455, Dr. Toshiro
Ebihara discovers the legendary
Daikatana (a long samuari sword)
during an archaeological dig. The
sword acts as somewhat of a nexus
through time and space -- allowing
whoever holds it to travel back or
forward in time.
Coincidentally enough, the dig is
funded by Tetsuo Ebihara, Dr.
Toshiro Ebihara’s wealthy
grandfather, who discovered the cure
for AIDS back in the year 2030 and
became very rich as a result. After
discovering the sword, Toshiro’s evil
assistant takes it for himself and cuts
off Toshiro’s head. He then plans to
travel back in time and change history,
crowning himself as the man who
discovered the cure for AIDS and
collect on the breakthrough.
You take on the role Hiro Miyamoto
(Hmm?), Toshiro’s best student. Your
mission is to retrieve the Daikatana
and prevent history from being
changed forever. To accompany you
on you way is Mikiko Ebihara,
Toshiro’s daughter, and a big guy
named Superfly Johnson. The three of
you will do battle across time and
location to revenge Toshiro’s death
and re-take the Daikatana.
You begin the game in the year 2455
AD. After you complete the level you
try to travel back to 2030 AD to save
the future but a glitch hurls you back
to 2030 BC instead. The next time
zone you visit will be somewhere
around 560 AD, and then finally you’ll
be on your way to set things straight in
the year 2030 AD.
The game will be somewhat different
from most 3D fighters, and certainly
different than anything Romero has
ever done. For example, you progress
through the game with two
companions at your side at all times --
giving the game an RPG feel. To add
to the feel Romero has added an
experience point system and "rpg
elements". The game also utilizes the
new enhanced Quake engine, which
will likely boast faster frame rates with
added effects like water
transparencies.
Also, from what we’ve heard Romero
has big plans for Daikatana in the
gameplay field. Romero’s experience
point system works to reward
advanced players, who will gain in
experience and ability as they kill
more and more monsters throughout
the game. A very intriguing idea, that,
if done right could add a whole new
level to 3D shooters.
One of the most interesting things
about the game is in its level design.
You travel back through time to four
different, unique levels. Ancient
Greece, The Dark Ages, San
Francisco and Future Japan). The
levels will have a whole different look
and feel uniquely their own, even
going as far as to have exclusives
songs for each.
Romero claims that the game will
boast 32 different weapons ranging
from close range to long range. Also,
each time period will have its own set
of weapons unique to the period.
Monsters, monsters and more
monsters. Yes, this game will have 64
monsters. An amazing amount of
enemies for a game of this type.
Obviously, Romero is shooting for
something very special. A few of the
planned enemies so far include a
Cyclops, Squid, Ragemaster 5000,
Froginator and a Battleboar.
If 3D fighting is your thing -- keep
your eye on this very promising title.
Update: 04-28-97
Continuing the tradition of first-person
shooters, Ion Storm's Daikatana will
be a fast-paced gore fest with a
seemingly endless supply of weapons
at your side as you destroy and
massacre everything in your path.
John Romero’s newly formed Ion
Storm has been hard at work on the
game that will be shown at June’s E3
(Electronic Entertainment Expo) in the
coming months. A recent interview
with Romero helped us put the pieces
of this puzzling and previously
secretive game together.
Daikatana, a game running on an
improved version of the existing
Quake engine, is said to feature giant
zones of varied game environments
ranging from Ancient cities and
demonic landscapes, to a futuristic,
technologically advanced Japan.
Romero explained that the game will
feature more than 32 weapons and 64
monsters. This, in itself, is an
accomplishment worthy of notice.
Add to the mix the fact that the new
engine also takes advantage of
environmental changes, hazards and
objects (i.e. shooting out windows,
rain storms, etc.) and you’ve got what
every first-person enthusiast has been
begging for since day one: A game
utilizing Quake’s awesome engine and
dark atmosphere that also allows for
environmental interaction. Deathmatch
players rejoice!
When asked if the Nintendo 64 port
would contain the gore and violence
that is associated with Romero’s
games, he replied: "Oh yeah. It’ll have
all that good Quake stuff."
The Nintendo 64 version will be a
straight port of the game that will take
advantage of the graphic capabilities
of the system and should be rearing to
go sometime in the '98 season.
If everything goes smoothly, Nintendo
64 will be the system of choice for all
your first-person, kill-for-all needs in
the months to come.