[[quoteright:250:[[ThisIsForEmphasisBitch http://static.tvtropes.org/pmwiki/pub/images/bitchad_2375.jpg]]]]
[[caption-width-right:250:[-[[{{Seanbaby}} "Suck it Down™" is a trademark of Ion Storm Studios]]-].]]

->"''We were promised genius entertainment, and in a way that's what we got, because'' Daikatana ''[[ObviousBeta ran like Stephen Hawking.]]''"
-->--''Website/{{Cracked}}'', "[[http://www.cracked.com/blog/the-5-worst-marketing-failures-in-history-video-games/ The 5 Worst Marketing Failures in the History of Video Games]]"

Produced by ION Storm and running on a modified version of the ''VideoGame/QuakeII'' engine, ''Daikatana'' is JohnRomero's ambitious (and infamous) FirstPersonShooter.

In 2030 AD, Hiro Miyamoto's ancestor discovered the cure to a global pandemic, saving countless lives and making the Miyamoto family line rich enough to wallpaper multiple mansions with $50 bills. Four hundred years later, Hiro's father, along with his aide Kage Mishima, discovered the Daikatana and, through careful study, eventually realized that it possessed the power to transport its wielder through time. Mishima promptly took the Daikatana, slew Hiro's father, then traveled back in time and claimed the cure for the pandemic himself. In the now-changed [[TheFuture 2455 AD]], Mishima's corporation [[MegaCorp controls much of the world]], using the cure as a proverbial carrot on a stick, and it is up to Hiro Miyamoto, with the aid of Mikiko Ebihara and Superfly Johnson, to follow him, take the Daikatana and SetRightWhatOnceWentWrong.

However, the game is much more well-known for its bizarrely arrogant marketing campaign (see image), [[DevelopmentHell extremely delayed development]], poor critical and commercial reception upon release, and ultimately for [[CreatorKiller causing the end]] of ION Storm.

Players, naturally, disagree as to whether the game merely failed to live up to the insane hype, was picked on ''because'' of the insane hype, or was genuinely terrible. Either way, most agree that the marketing campaign was rather arrogant and practically begging for John Romero to be knocked down a few notches.

In any case, the game was [[http://store.steampowered.com/app/242980/ released]] on UsefulNotes/{{Steam}} and [[http://www.gog.com/game/daikatana GOG.com]], if you have $6.99 ($5.99 at [[Website/GOGDotcom Gog.com]]) and a case of [[BileFascination morbid curiosity]].

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!!''VideoGame/{{Daikatana}}'' contains examples of:

* TheAlcatraz: The beginning of 2030 AD drops you inside of Alcatraz.
* 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.
* AwesomeButImpractical: Most of your arsenal, though "awesome" might be stretching it a tad. Just in the first section alone, you have a basic gun that ricochets off walls, [[EverythingTryingToKillYou usually straight back at you]], a shotgun-revolver that fires all six of its shots when you pull the trigger ''once'', and a C-4 launcher with a blast radius only slightly less than its maximum effective range. Right there you have two weapons that you can easily kill yourself with, and one that forces you to either waste ammunition or just stand out in the open while it gradually empties itself. ''Who would make guns like these?''
** The titular sword always leaves your opponent on 1hp. In theory, this would allow you to deliver the finishing blow; in practice, the opponent would often slice you to pieces before you could deliver a second strike. It also blocks a third of the screen, minimum; when fully leveled up, it starts sparkling, which blocks the screen more.
* {{BFS}}: The titular Daikatana takes up a third of the screen when you wield it and doesn't kill what you hit; a lethal blow reduces your target to 1 hit point, so you get to finish it off with an extra blow.
** And its name literally translates to "big sword", sort of.
* BigNo: Done by Hiro when he's sent back in time with the Daikatana.
* CharacterSelectForcing: In the GameBoyColor version, the story sometimes requires the player to play as Superfly and Mikiko for no good reason (for example, there is a door that only Mikiko can open, but why play ''as'' her when [[PartyInMyPocket she's in the party at all times?]]). The problem is that they can't use many of the available weapons.
* CriticalExistenceFailure
* DeathCourse: The SEAL training center in 2030 AD. Considering how easy it is to die while going through it, it's a wonder that any [=SEALs=] exist.
* DisneyVillainDeath: [[spoiler:[[FaceHeelTurn Mikiko]] falls in a pit of lava at the end of the GameBoyColor version as Hiro [[DeadlyDodging dodges]] her attack. Superfly also falls trying to save her.]]
* EasterEgg: Each time zone has a secret underwater area containing a (admittedly very low-res) 3D rendition of the Dopefish. It's actually pretty deadly, [[MetalSlime but killing it nets a lot of experience to boost your RPG stats.]]
* 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.
* EverythingTryingToKillYou: Your untimely death can be brought about by (among other things) cyborg frogs, crocodiles and dragonflies, [[http://en.wikipedia.org/wiki/Hoplites Hoplites]], sharks, dwarves, rats and ''[[IJustShotMarvinInTheFace your own weapons]]''. Not even by accident, either; much of your arsenal seems tailored to be just as dangerous to you as it is to everything else.
** Several weapons, especially the instant death ones, will target you if there are no enemies nearby.
* ExperiencePoints: Of a sort; you can't see the actual numbers (another annoyance) but if you kill enough enemies you can upgrade your stats.
** The Daikatana gains experience as well, growing more powerful ([[PowerGlows and brighter]]) as you kill enemies with it, eventually becoming the melee weapon equivalent of a discotheque. Unfortunately, when you're using it, none of that experience goes to you.
* FaceHeelTurn: [[spoiler:Mikiko tries to seize the Daikatana for herself at the end of the game.]]
* ForeignLanguageTitle: Mind you, not ''[[AsLongAsItSoundsForeign correct]]'' foreign language. 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". The developers [[GratuitousJapanese are not alone in using the word]], of course.
* FreewareGames: JohnRomero has placed the (actually decent) Europe-only [[http://rome.ro/games_daikatana.htm GBC game]] as a download on his website.
* GameBreakingBug: This game has a host of these, including a glitch in the Lair of Medusa level where, when played in co-op, the player can get stuck to the floor when spawning, and get stuck in an infinite loop of respawns and telefrags by the other players. The only way to get out of it is to noclip past that spot.
** The second level of the first episode has a large door that is opened by a ghost in the cutscene that starts the level. Cutscenes are removed from co-op mode, resulting in the first episode being unbeatable in co-op without cheating.
** The AI allies frequently glitch up and begin running into walls and you'll be unable to snap them out of it. Considering your allies need to be by your side to finish a level, this was game-breaking indeed. This isn't even getting into how your allies frequently kill themselves on every stage hazard they can find, resulting in an instant failed mission.
** The Nintendo 64 port of the game has a bizarre glitch. If you quit a level and go back to the main menu then try to continue your game, you will spawn with no weapons except the Disruptor Glove (the absolutely useless melee weapon you're given at the start of the game). You have to select "load game" again before continuing the game to circumvent the glitch.
** Your allies also occasionally disappear outright, without the game figuring it out. Cue being unable to progress without enabling the console and spawning the NPC anew.
* GameplayAllyImmortality: Oh so painfully absent. Notable because a [[GoodBadBugs glitched]] cheat allows the player to enable it. At which point the game starts being kinda ''fun''...
* GratuitousJapanese: In addition to the game's title, just about the name of every main character who isn't Superfly Johnson. It seems that Romero simply picked whatever cliched Japanese name or word came to his mind for his characters. The main character's family name ''could'' be seen as a tribute to ShigeruMiyamoto.
** The "Miyamoto" surname is a tribute to Shigeru, but Hiro actually references the main character in {{Snow Crash}}.
** It could also be a tribute to MiyamotoMusashi, which is fitting for a swordmaster.
* HyperactiveMetabolism
* IdiosyncraticDifficultyLevels: Ronin, Samurai and Shogun.
* IJustShotMarvinInTheFace: You, the player, will be on both ends of this if you try to play multiplayer, thanks to the game's broad arsenal of barely-controllable weaponry.
* ImAHumanitarian: Guess what's in the back room of the Mishima Burgers factory. Go on, ''guess.''
* IMeantToDoThat: See NintendoHard.
* LudicrousGibs: Gratuitous grand-scale dismemberment all around, even when it shouldn't happen, like [[EverythingTryingToKillYou getting sandwiched by a free-swinging door]]. Almost every method of dying results in gibs, including drowning, freezing to death and succumbing to poisoning.
* NintendoHard: You see, [[FromACertainPointOfView the game isn't badly-designed; it's just an]] "[[http://www.rome.ro/games_daikatana.htm expert FPS.]]"
-->'''John Romero:''' It was not meant to be a beginner's FPS but rather an expert FPS that required more than just the player hopping around and thinking only of themselves like most other FPS's - ''Daikatana'' required you to also help your sidekicks survive the ordeal alongside you. This new play mechanic threw many people off the game because it was too difficult.
* 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.]]
** The game's official demo was even worse -- not least because the installer's self-extractor was broken, requiring you to use [=WinRAR=] or a similar program to manually extract the installation files. Moreover, the first level transition quite often caused a bug that would corrupt your save file and prevent the game from starting until you deleted the file. It's not hard to imagine that this demo contributed a lot to the HypeBacklash that doomed the finished product to failure.
* PartyInMyPocket: In the GameBoyColor version, resolving the EscortMission problem, yet adding CharacterSelectForcing at times.
* PoisonMushroom: An "upgrade" to the initial melee weapon increases the weapon's damage, by strapping some vaguely [[ChainsawGood chainsaw-like]] device onto it. The problem is that this makes switching to to from this weapon far slower, as each time you slap the device on, pull the starter cord, then take it off when switching back. Thankfully the device eventually runs out of fuel and gets discarded.
* PostFinalBoss: [[spoiler:Mikiko.]]
* PrecisionGuidedBoomerang: The Discus of Daedalus always returns to you after it's thrown; the trouble is that a glitch sometimes causes it to ''hurt you'' when it comes back.
* [[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.
** Granted, each era has a weapon that is designed for rocket-jumping, and it propels you enough that you don't get hurt by splash damage: the Sidewinder in Kyoto, Poseidon's Trident in Greece, the Ballista in Norway, and the Kineticore in San Fransisco.
* RPGElements
* SaveGameLimits / SaveToken: You have to use a Save Gem in order to save, and you can only carry three at a time. In later levels, Save Gems become rarer. A post-release patch allows you to switch off this arbitrary limit and save whenever you want.
* SetRightWhatOnceWentWrong: You have to stop Kage Mishima from killing your ancestor and claiming the cure for himself.
* SequentialBoss: Kage Mishima in the GameBoyColor version.
* ShoutOut: Kage Mishima shares the same last name with Heihachi Mishima from {{Tekken}}.
** Hiro Mayamoto's last name was used as a shout-out to famous Nintendo idea man and Mario-creator Shigeru Miyamoto.
* SoulBrotha: Superfly Johnson. Just the fact that his name was taken straight from a {{Blaxploitation}} [[Film/SuperFly movie]] should already make him qualify.
** 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 ''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, almost every single weapon is a gimmick weapon. In fact, it's only in the last time zone that you get your very first PISTOL!
* SwordOfPlotAdvancement
* TakenForGranite: Superfly gets turned to stone by the medusa after the trio gets separated in 1200 BC. He gets better [[NoOntologicalInertia after you kill it.]]
* TeleFrag: If one of the players spawns in an occupied space, this will happen, resulting in [[LudicrousGibs the inevitable]] for the former occupant. Since everyone respawns in the same exact location, this can lead to consecutive telefragging if nobody bothers to move [[GameBreakingBug (or can't move at all)]].
* TemporalParadox: Both Mishima and Mikiko warn Hiro that this will happen if his Daikatana comes in contact with Mishima's. During the final battle, they clash swords with no ill effects. Actual reasons for this discrepancy vary from 'ILied', to being wrong, to 'TheyJustDidntCare'.
** In the GameBoyColor version, Hiro can't use the Daikatana during the battle. If he had it equipped during the pre-boss cutscene, the game opens the menu so he can choose something else.
* TheyJustDidntCare: Turning on the High Definition option on the N64 version with an Expansion Pak makes the game's display widescreen, but does nothing to actually improve the graphics.
* ThisIsForEmphasisBitch: See the page picture.
* TimeyWimeyBall
* TrailersAlwaysLie: The finished game looks '''NOTHING''' like this [[http://www.youtube.com/watch?v=JECDQ0ykwus&feature=related trailer]]
* TrainingFromHell: The Navy SEAL training facility in 2030 contains an obstacle course consisting of several sections where you have to jump across moving platforms over an insta-kill electrified floor, dodge crushers and swim through a shark tank.
* UnusableEnemyEquipment: And with your arsenal you will wish that it would be usable.
* UnwinnableByMistake: A level-design bug in one of the last levels prevented a door from opening to allow your sidekicks to regroup with you... in single player mode, no less. Fixed in a patch, but a pretty bad error to leave unnoticed.
** As mentioned above, it's impossible to actually progress through the second level of the game in co-op without cheating, due to cutscenes not triggering in co-op.
* WeCannotGoOnWithoutYou: "I can't leave without my buddy Superfly!"

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