YMMV / Daikatana

  • Awesome Music: The game has quite a good soundtrack.
  • Big-Lipped Alligator Moment: The miniboss fight with Cerberus becomes this in the N64 version. The Acropolis stage ends with a cutscene introducing it, only for the next stage to open with Hiro and Mikiko admiring a statue of Athena with no mention of the hellhound that just got skipped over.
  • Bile Fascination: At this point, the game's biggest selling point is based purely in its infamy. Common consensus is that this was the real reason the game was re-released on Steam in 2013.
    Yahtzee: I was slightly surprised to find Daikatana available on Steam, but even more so by the feature list. "25 glorious weapons to collect and utilize". "Two highly-trained sidekicks to watch your back". I'd have said it was being sarcastic if I thought publishers had any self-awareness at all. But realistically, everyone knows that its infamous reputation is the only reason this game is on Steam, and the blurb should have read, "Roll up, roll up, everyone come and see the freak."
  • Fight Scene Failure: Any time the Daikatana is used in a cutscene, expect it to be this due to the incredibly Limited Animation. A duel between Hiro and Mishima halfway through the game has the two halfheartedly swiping their swords at nothing.
  • Hype Backlash: John Romero hyped the game up so much that there was simply no possible way that it could ever live up to the expectations he was setting, even if it didn't turn out to be an Obvious Beta. It didn't help that he never stopped hyping it during the entire two years that it was delayed. To makes things worse, Half-Life came out along the way, succeeding at everything that he claimed Daikatana would do.
  • Goddamned Bats: Half the enemies in the game.
  • Memetic Mutation: "John Romero is going to make you his bitch.", "I can't X without my buddy Superfly!" and "Thanks John".
  • Most Annoying Sound:
    • It's funny the first time Superfly notes that Hiro "just got bitch-slapped into oblivion." The next three-hundred or so times, not so much.
    • Upgrade your jumping ability at all, and every jump you take will be accompanied by the distinctive sound from The Six Million Dollar Man. Remember too that late-90's FPS games were all about constant jumping.
    • Same goes for Power. Upgrades to this add a loud buzzing noise over your attacks, regardless of which weapon you're using. Worse is that upgrading this stat is vital.
  • Narm: Robot frogs.
  • Never Live It Down: This is one of John Romero's most famous games ever—for all the wrong reasons. PC Gamer took a lot of flak for including Playboy model / Daikatana level designer Stevie Case in a cover article about "The Next Game Gods."
  • Polished Port: The Game Boy Color tie-in game released by Kemco somehow managed to be better received that the PC game it was based on. Sadly, it only came out in Europe and it was completely different in playing style to the original. However, John Romero put a link to the ROM on his site, so, fortunately, there should be nothing illegal about emulating it.
  • Porting Disaster: The Nintendo 64 version had blurry, low-resolution textures, and lots of fog to hide the shorter draw distance. The titular Daikatana was removed as a usable weapon. Mikiko and Superfly were removed from the gameplay (which actually makes the game more fun, but still) but remained in the cutscenes.
  • Scapegoat Creator: The team that worked on Daikatana apparently consists of only one person - his name is John Romero. According to most people, he did all of the designs, all of the publishing, all of the marketing, all of the debugging, and as a result got all of the criticism. This is ignoring how many people worked on the game, and how the level designs were actually done by Romero's girlfriend, for example.
    • Still, considering he was taking most of the credit, perhaps it's just Laser-Guided Karma doing its thang. Or alternatively a way not to ruin the reputation of other people who worked on it.
  • Scrappy Weapon: So many, the vast majority of them being in the first episode. It's telling that one of the better weapons in the opening is the one that wastes six consecutive shots every time you fire it, simply because it's effectively the only ranged weapon from its time period that can't actively damage you like the blaster with bolts that bounce off a wall and back into you or the explosives that conspire with terrible collision detection to blow up in your face.
  • Snark Bait
  • Take That, Scrappy!: Considering that either of them dying is an instant game over in-game, Superfly and Mikiko dying after the battle with Mishima (and even getting to kill Mikiko yourself, after she betrays you by killing Superfly) is arguably the best part of the game.