[[quoteright:250:[[ThisIsForEmphasisBitch http://static.tvtropes.org/pmwiki/pub/images/bitchad_2375.jpg]]]]
[[caption-width-right:250:[[Creator/{{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 ''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 Creator/JohnRomero's ambitious (and infamous) FirstPersonShooter.

In 2030 AD, a scientist named Tatsuo Ebihara discovered the cure to a global pandemic, saving countless lives and making the Ebihara family line rich enough to wallpaper multiple mansions with $50 bills. Four hundred years later, a descendant of Tatsuo, 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 and traveled back in time to claim 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.

[[LetsPlay/{{Daikatana}} There's also a famous Let's Play from 2007 for this game]]; you can see it [[http://lparchive.org/Daikatana/ here]].

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]]).

!!''Daikatana'' contains examples of:

* 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.
* TheAlcatraz: The beginning of 2030 AD drops you inside of Alcatraz.
* ArtificialBrilliance: While your allies have 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, 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.
* 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 1 HP. 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.
* BadassInANiceSuit: In the N64 version, Kage Mishima sports this look instead of the elaborate samurai armor from the PC version.
* {{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. Its name even literally translates to "big sword", sort of. In the N64 version, the sheath alone is almost as long as Hiro is tall.
* BigNo: Done by Hiro when he's first sent back in time with the Daikatana.
* BoringButPractical: Every episode has at least one starting weapon you can vaguely rely on. If you can get a hang of the Ion Blaster's ricochet, it can actually come in handy for shooting around the tight corridors you'll find throughout Episode 1, despite being the most basic weapon in your arsenal. The Discus of Daedalus in Episode 2 also has limited homing properties and theoretically infinite ammo, making a good choice over the flashier weapons to can obtain. The Bolter in Episode 3 is a rapid-fire crossbow that does far more damage than you'd expect. Episode 4's Glock can keep enemies stunned and can take out most in three shots, though at least in this episode, you get several more surprisingly practical weapons, too.
* 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.]]
* EarlyGameHell: You start the game with only an unreliable melee attack and a gun that you can accidentally kill yourself with, and the first episode is crawling with security guards who are hard to hit and do absurd amounts of damage with their hitscan weapons. Later episodes become much easier as your stats grow and you obtain weapons that are actually practical.
* EasterEgg: Each time zone has a secret underwater area containing a(n admittedly very low-res) 3D rendition of the Dopefish. It's actually pretty deadly, but the secret areas also usually have a Mana Skull to make you invincible for a while, [[MetalSlime and killing the Dopefish 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 "[[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.
* 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.
* EvilAllAlong: [[spoiler: Mikiko Ebihara]]
* ExperiencePoints:
** You can't see the actual numbers (just a vague bar that fills up; 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.]]
* FakeDifficulty:
** Three major points of contention. The game is riddled with bugs and minor errors, the AI sidekicks are a chore at best and an active hindrance most of the time, and almost every weapon has some [[ScrappyWeapon obnoxious mechanic]] that's liable to waste time (the automatic shotgun with a sticky trigger) or damage you (everything else).
** One particular example in the very first level: Hard difficulty adds a turret that can chew you up in seconds at a specific junction, which is only just ''barely'' passable without taking damage by bunny-hopping at top speed - otherwise, say goodbye to half your health.[[note]]That sort of thing would lend some credence to the "expert FPS" argument, except that the game also has multiple ''required'' drops that sap a lot of your health - and only a handful of them give you a Goldensoul or other healing items to make it less painful.[[/note]]
* 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.
* ForeignLanguageTitle: Mind you, not ''[[AsLongAsItSoundsForeign correct]]'' foreign language. The developers [[GratuitousJapanese are not alone in using the word]], of course. 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 [[https://en.wikipedia.org/wiki/Nodachi "Odachi" or "Nodachi"]] - as in, "great tachi", referring to the sword that was predecessor of the katana.
* {{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.]]
* GainaxEnding
* 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 (with ''one'' exception), 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, 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. At least the main character's family name is a tribute to Creator/ShigeruMiyamoto, as well as UsefulNotes/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.
* MisbegottenMultiplayerMode: See ObviousBeta below. The designers didn't think of ensuring that scripting still works properly in co-op.
* 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.
* NonIndicativeDifficulty: The only difference between difficulty levels is the number of enemies per stage. This means that one can earn considerably more experience points playing on hard than on normal, making the game considerably easier in the long run.
* 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.
** 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 (to the point of killing robotic enemies in a single punch), by strapping some vaguely [[ChainsawGood chainsaw-like]] device onto it. The problem is that this makes switching to and 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 runs out of fuel after about a minute of use 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: The Kyoto and Ancient Greece episodes both avert this, though in 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 play this painfully straight, unfortunately, though the former at least adds one other color since it's set in winter.
* RobbingTheDead: One of the things Superfly says after you die implies that he's going to loot your corpse for the cooler stuff you happen to have on you.
* 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.
** Each era has a weapon that is designed for rocket-jumping, and it (at least in theory) 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. As above, though, some other weapons also work for this purpose, like the aforementioned Shotcycler in Kyoto or the Slugger's secondary fire in San Francisco.
* 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 Mikiko's ancestor and claiming the cure to a deadly virus for himself.
* SequentialBoss: Kage Mishima in the GameBoyColor version.
* ShoutOut:
** Hiro Miyamoto's last name was used as a shout-out to famous Nintendo idea man and Mario-creator Shigeru Miyamoto.
** In the Crematorium, an organ rendition of ''At Doom's Gate'' from VideoGame/{{Doom}} can be heard playing.
* SoulBrotha: Superfly Johnson. Just the fact that his name was taken straight from a {{Blaxploitation}} [[Film/SuperFly movie]] should already make him qualify. 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.
* StandardFPSGuns: Averted. Almost every single weapon is a gimmick weapon; particularly in the first episode, 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.
* SwordOfPlotAdvancement: The titular Daikatana.
* 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 in more than one map, 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, Mishima will repeat this warning, stating that if he's to die he doesn't care if the entire rest of the universe has to go down with him - and then they clash swords with no ill effects (Hiro will usually be [[OneHitKill gibbed instantly]] if you try it, but that's more an effect of Mishima being the most powerful enemy of the game than anything else). In the Game Boy Color version, however, 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.
* 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 were usable. Averted in the latter half of Episode 4, however, with machinegunners and shotgunners dropping their respective ammo.
* 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.
** 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. It's also possible to desync the traps in the first part of the SEAL Training Center's obstacle course by getting crushed in it in co-op, making it impossible to progress past it without noclip.
* WeCannotGoOnWithoutYou: "I can't leave without my buddy Superfly!"