History VideoGame / Daikatana

12th Feb '17 5:46:48 PM Bicorn
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* MisbegottenMultiplayerMode: See ObviousBeta below. The designers didn't think of ensuring that scripting still works properly in co-op.
7th Feb '17 9:12:47 PM Kadorhal
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* ObviousBeta: The game is riddled with bugs, ''especially'' the co-op mode - an early highlight in the LetsPlay by [[http://lparchive.org/Daikatana/ Proteus4994 and Suspicious]] involves their needing to noclip through a door that was supposed to open in the starting cutscene, but didn't because cutscenes are disabled in co-op. [[EpicFail This is the second level in the game.]]

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* ObviousBeta: The game is riddled with bugs, ''especially'' the co-op mode - an early highlight in the LetsPlay by [[http://lparchive.org/Daikatana/ Proteus4994 and Suspicious]] involves their needing to noclip through a door that was supposed to open in the starting cutscene, but didn't because cutscenes are disabled in co-op. [[EpicFail This is the second level in the game.]]]] That's not even getting into the fact that the LP's original plan, to play the game completely unpatched, had to be abandoned ''halfway through the first level'' because the on-release version crashed at the same spot every time.



* [[RealIsBrown Real is Green]]: Almost everything in the first quarter of the game is a nauseating shade of green.
** Amazingly, this trope is averted in the Ancient Greece era. Then played painfully straight in the Dark Ages and Present.
* RocketJump: Doable with the Shotcycler-6, the AwesomeButImpractical shotgun mentioned above. Of note is that because each shot adds its impulse to the jump[[ArtisticLicensePhysics ...somehow...]]if you pull it off correctly (itself a minor miracle) it allows you to get much farther than usual for a Rocket Jump.

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* [[RealIsBrown Real is Green]]: Almost everything in the first quarter of the game is a nauseating shade of green.
** Amazingly, this trope is averted in the
RealIsBrown: The Kyoto and Ancient Greece era. Then played painfully straight episodes both avert this, though in the noticeably different ways - while Greece actually has a noticeable amount of color everywhere, Kyoto settles for something more like "Real is Eye-Searing Green". The Dark Ages and Present.
Present play this painfully straight, unfortunately, though the former at least adds one other color since it's set in winter.
* RocketJump: Doable with the Shotcycler-6, the AwesomeButImpractical shotgun mentioned above. Of note is that because each shot adds its impulse to the jump[[ArtisticLicensePhysics ... somehow...]]if ]] if you pull it off correctly (itself a minor miracle) it allows you to get much farther than usual for a Rocket Jump.



** It's more interesting than that. According to [[http://www.youtube.com/watch?v=JECDQ0ykwus this article]] by one of the game's original writers, the character's "name" was Superfly Williams - a tribute to the blaxploitation series and Jim Kelly's character from ''Film/EnterTheDragon''. Initially conceived as a French character named after the few surviving cultural documents existing in the post-apocalyptic future, the end of the game would have seen him learn his true identity. After the writer left, the laziest possible route was taken, and... well...
* StandardFPSGuns: Averted, as almost every single weapon is a gimmick weapon, and almost every single time the gimmick is "it can hurt you", which often conspires with terrible collision detection to make it seem closer to "it's designed to hurt you" in practice. In fact, it's only in the last time zone that you get your very first ''pistol'', at which point you start to truly appreciate this trope.

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** It's more interesting than that. According to [[http://www.youtube.com/watch?v=JECDQ0ykwus this article]] by one of the game's original writers, the character's "name" was Superfly Williams - a tribute to the blaxploitation series and Jim Kelly's character from ''Film/EnterTheDragon''. Initially conceived as a French character named after the few surviving cultural documents existing in the post-apocalyptic future, the end of the game would have seen him learn his true identity. After the writer left, well, the laziest possible route was taken, and... well...
taken.
* StandardFPSGuns: Averted, as almost Averted. Almost every single weapon is a gimmick weapon, and weapon; particularly in the first episode, almost every single time time, the gimmick is "it can hurt you", which often conspires with terrible collision detection to make it seem closer to "it's designed to hurt you" in practice. In fact, it's only in the last time zone that you get your very first ''pistol'', at which point you start to truly appreciate this trope.
13th Dec '16 5:47:50 PM Tightwire
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* AbusiveAdvertising: The infamous ad campaign, which simply promised, as seen in the page image: "John Romero is about to make you his bitch."

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* AbusiveAdvertising: The infamous ad campaign, which simply promised, as seen in the page image: "John Romero is about to make you his bitch."" His intended audience found this rather less awesome than he'd expected; in fact 90% of them promptly started thinking "I bet/hope/wonder if this game will suck" upon sight.



* ArtificialBrilliance: While your allies have some [[ArtificialStupidity issues]] with combat AI, their pathfinding is usually fairly good about navigating around obstacles, jumping gaps, and using ladders. Main problem is they may or may not refuse to continue when the only way down is a painful drop.
* ArtificialStupidity: It's a good thing you can order your allies to sit around and let you clear out the level on your own. And despite the above trope, the enemies tend to be a lot worse when faced with obstacles.

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* ArtificialBrilliance: While your allies have some [[ArtificialStupidity issues]] many ArtificialStupidity issues with combat AI, their pathfinding is usually fairly good about navigating around obstacles, jumping gaps, and using ladders. Main problem is they may or may not refuse to continue when the only way down is a painful drop.
* ArtificialStupidity: It's a good thing you can order your allies to sit around and let you clear out the level on your own.own, because you otherwise spend most of the game protecting them. And despite the above trope, the enemies tend to be a lot worse when faced with obstacles.
8th Sep '16 6:39:53 PM WanderingTedium
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* {{Foreshadowing}}: Mikiko rather callously suggests to Hiro a few times in the story to just leave Superfly behind when he goes missing on the notion that he's slowing them down. Of course, that's only because it would make it easier for her to [[spoiler:betray Hiro at the very end.]]
7th Sep '16 12:22:33 PM longWriter
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* EscortMission: The game ends if either of your TooDumbToLive AI partners dies, and you can't finish a level if they are trapped elsewhere in it - probably because of the cutscenes they are in later. You will be shouting "StopHelpingMe!" far more often than you'd like. Made more bearable by the AI commands, allowing you to simply order them to hang back while you clear the place out.

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* EscortMission: The game ends if either of your TooDumbToLive AI partners dies, and you can't finish a level if they are trapped elsewhere in it - probably because of the cutscenes they are in later. You will be shouting "StopHelpingMe!" "[[AnnoyingVideoGameHelper Stop Helping Me!]]" far more often than you'd like. Made more bearable by the AI commands, allowing you to simply order them to hang back while you clear the place out.
28th Jul '16 1:26:18 PM Commander808-2
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* ShoutOut: Kage Mishima shares the same last name with Heihachi Mishima from ''VideoGame/{{Tekken}}''.

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* ShoutOut: Kage Mishima shares the same last name with Heihachi Mishima from ''VideoGame/{{Tekken}}''. ShoutOut:
23rd Jul '16 12:08:58 PM Morgenthaler
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->"''We were promised genius entertainment, and [[ExactWords in a way that's what we got]], because'' Daikatana ''[[ObviousBeta ran like Stephen Hawking.]]''"

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->"''We were promised genius entertainment, and [[ExactWords in a way that's what we got]], got, because'' Daikatana ''[[ObviousBeta ran ''ran like Stephen Hawking.]]''"''"
25th Jun '16 11:50:18 PM rockmanx
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** The characters on the box are okay, and can be pronounced "dai" and "katana" individually, but when characters are combined together, they can have different pronunciations. In this case, the overall word would be pronounced "daitō". Besides, katana has no distinct large version; the term actually used to describe large swords in Japan is [[http://en.wikipedia.org/wiki/%C5%8Cdachi "Odachi" or "Nodachi"]] - as in, "great tachi", referring to the sword that was predecessor of the katana.

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** The characters on the box are okay, and can be pronounced "dai" and "katana" individually, but when characters are combined together, they can have different pronunciations. In this case, the overall word would be pronounced "daitō". Besides, katana has no distinct large version; the term actually used to describe large swords in Japan is [[http://en.[[https://en.wikipedia.org/wiki/%C5%8Cdachi org/wiki/Nodachi "Odachi" or "Nodachi"]] - as in, "great tachi", referring to the sword that was predecessor of the katana.
4th Apr '16 9:15:39 PM WanderingTedium
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* FallingDamage: Fall damage is practically inevitable, given the low threshold of how far a player must fall before the game deems it unsafe. Many routes of the game have you dropping to lower levels multiple times, so being on your last few points of health in a room with enemies is usually ''safer'' than during transit.
11th Mar '16 11:51:23 AM jackgrimm99
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* EvilAllAlong: [[spoiler: Mikiko Ebihara]]


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* GainaxEnding
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Daikatana