
In 2455 AD, Kage Mishima used the magical powers of Daikatana, the most powerful sword ever forged, to alter time and establish himself as supreme dictator. You are Hiro Miyamoto, one of the few people on earth who knows what happened.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.22/day in the week to Aug 4 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Daikatana (2000) Grafica Per l’epoca, Daikatana cercava di competere con i migliori FPS, ma già al lancio risultava datato. Basato su una versione modificata del motore di Quake II, il gioco presenta ambienti poco dettagliati, animazioni legnose e un level design spesso confusionario. Alcuni scorci (soprattutto nelle ambientazioni storiche) sono interessanti, ma nel complesso l’impatto visivo è debole. Voto: 5/10 Audio/Musiche/Dialoghi La colonna sonora è discreta, con tracce che cercano di adattarsi alle varie epoche (Giappone feudale, Grecia antica, ecc.), ma senza lasciare il segno. Gli effetti sonori fanno il loro lavoro senza brillare. Il doppiaggio e i dialoghi sono invece spesso criticati per qualità e scrittura poco ispirata. Voto: 5.5/10 Storia/Trama L’idea di base è intrigante: viaggi nel tempo, una spada leggendaria e una missione per fermare un tiranno. Tuttavia, l’esecuzione è caotica e poco coinvolgente, con narrazione frammentata e personaggi poco sviluppati. Spreca un potenziale interessante. Voto: 6/10 Difficoltà Più frustrante che impegnativo. L’intelligenza artificiale degli alleati è notoriamente problematica, spesso causando morti evitabili. Il bilanciamento è irregolare, con picchi di difficoltà poco giustificati. Voto: 4/10 Giocabilità Qui emergono i problemi più seri: controlli rigidi, IA alleata disastrosa e design delle missioni poco rifinito. Le idee non mancano (armi varie, ambientazioni diverse), ma l’esecuzione è macchinosa e spesso irritante. Voto: 4/10 Personaggi Il protagonista Hiro Miyamoto e i suoi compagni non riescono a lasciare il segno. Mancano carisma e sviluppo, e l’IA degli alleati contribuisce a renderli più fastidiosi che memorabili. Voto: 4.5/10 Longevità/Rigiocabilità La campagna è relativamente lunga e attraversa epoche diverse, ma la scarsa qualità dell’esperienza riduce drasticamente la voglia di rigiocarlo. Voto: 5/10 Requisiti Minimi (per la versione PC) All’epoca richiedeva un hardware discreto, ma oggi gira su qualsiasi sistema senza problemi. Tuttavia, la compatibilità moderna può richiedere qualche tweak. Voto: 7/10 Immersione Emotivo-Psicologica Difficile entrare davvero nel gioco: bug, IA problematica e ritmo discontinuo spezzano continuamente l’immersione. Più frustrazione che coinvolgimento. Voto: 4.5/10 Rapporto Qualità/Prezzo Oggi si trova a prezzi molto bassi ed è più una curiosità storica che un titolo da giocare seriamente. Interessante per capire cosa può andare storto nello sviluppo di un videogioco ambizioso. Voto: 6/10 ⭐ Voto Finale: 5.1/10 Daikatana è passato alla storia più per il suo fallimento che per i suoi meriti. Nato dalla mente di John Romero, prometteva di rivoluzionare gli FPS, ma si è scontrato con problemi tecnici, scelte di design discutibili e aspettative troppo alte. Rimane un esempio emblematico di hype non mantenuto: interessante da analizzare, ma difficile da consigliare come esperienza di gioco.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 63 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
your best friend ingame are the Cheats you are going to need it even if you dont want it.
I first tried "Daikatana" when I was a kid, but as far as I remember, I never made it past the first area. Something about it immediately put me off. Only now, many years later, did I finally decide to come back and play the whole thing. As it turns out, the biggest challenge is simply surviving the beginning. Now I completely understand why I dropped it back then. The opening area is dark, dirty, and visually dull, with almost nothing interesting to look at. Your enemies include mosquitoes and frogs, robotic ones, sure, but they still make incredibly annoying sounds. This is not the kind of discomfort a good horror game can create on purpose. It is just boring and irritating. Thankfully, "Daikatana" gets better after that. Once you get past the opening, the game starts picking up momentum and that terrible first impression gradually fades. At its core, this is a Quake-like shooter with several interesting ideas, but mostly average execution. There is an actual story built around time travel. Yes, it is poorly developed and often absurd, and I would not call it one of the game's strengths. Still, I have never agreed with John Carmack's famous attitude that story in shooters is basically unnecessary, so I am actually glad "Daikatana" has one at all. There is even a leveling system. Killing enemies gives the main character experience, which can be spent on stats such as attack power or movement speed. I mostly invested in speed, and that is what I would recommend. Besides making movement faster, it also lets you jump higher and farther, which can help you reach some awkward or otherwise hard-to-access places. Because of the time-travel premise, the game is divided into four major periods: the distant future, which is the hero's starting point, Ancient Greece, the Middle Ages, and a relatively near future that feels somewhat like the present day, just with more advanced technology such as jetpacks. And these periods are more than simple reskins. The level design, enemies, and especially the weapon selection change between them. In the future you fight with various blaster-like weapons, in Ancient Greece you get things like throwing discs, and in the Middle Ages you use crossbows and other period-appropriate equipment. I think this is one of the game's strongest ideas. In a way, "Daikatana" feels like four smaller shooters stitched together into one larger game. Because of that, it manages to change its atmosphere several times and does not stay stuck with the same environments and weapons for too long. Another unusual feature, and probably a genuinely impressive one for its time, is the companion system. Two characters periodically travel with the protagonist, sometimes individually and sometimes together. This is probably the most controversial part of the entire game. For such an old game, the companions are surprisingly complex. They can pick up weapons, health and armor, jump, crouch through tight spaces, and follow commands like "follow me", "stay here", or "pick this up". On paper, this sounds great. In practice, they are incredibly clumsy. They constantly get stuck somewhere, so you have to push them around yourself or repeatedly switch commands in the hope that they finally understand what you want. They are also remarkably eager to kill themselves whenever the opportunity appears: standing under a descending elevator, falling into lava, or finding some other stupid way to die. At least they refuse to use weapons with splash damage, such as rocket launchers or Greek fire. Otherwise I am fairly sure they would regularly kill both themselves and the player. The real problem is that a companion dying means Game Over, so you cannot simply ignore them. Even making them pick up health or armor can become a separate challenge. They often need to literally walk over the item, but their pathfinding tries to keep them away from walls and corners. So if a medkit happens to be lying in an awkward spot, they may simply refuse to reach it. They can also run out of ammunition, and of course you have to share your own supplies with them. Because of this, it is often easier to tell them to stay in one place while you move ahead alone. That does not always work either. If an enemy attacks a companion you left behind and they have no ammo, they cannot kill it, but they also will not run away because you told them to stay. At one point I had a companion get killed by a rat while I was busy fighting an armed group of enemies somewhere else. If a modern game released with companion AI like this, it would be torn apart, and deservedly so. But "Daikatana" is an old game, and I am willing to give it some credit for ambition. At the time, the idea of companions with this many behaviors was probably genuinely impressive. Today, though, the system mostly feels like an irritating mandatory mechanic that you constantly have to fight against. I did enjoy the structure of the levels. They encourage exploration not only because of secrets, but simply because you need to figure out where to go next. I like that kind of design, although I can easily understand why other people might find it frustrating. There are moments when you completely lose track of what the game expects from you, only to discover that you were supposed to notice some tiny button or shoot an easy-to-miss hook somewhere in the environment. "Daikatana" has plenty of ideas that were ambitious and innovative for its time: traveling through drastically different eras, weapon sets that change with each period, character progression, unusually complex companions, and levels that expect you to explore instead of simply following a corridor. The problem is that almost every good idea is held back by mediocre or outright irritating execution. Once you get past the awful opening level, the game becomes noticeably better, and I am glad I finally finished it after all these years. But overall, my opinion did not change that much: "Daikatana" is interesting because of its ideas and what it tried to do, but as an actual shooter, I still consider it fairly average.
Superfly Johnson and I were shocked to discover McMishima Burger was using human meat for their patties the whole time. I made all those lab workers my ♥♥♥♥♥♥♥
it’s not capstone kind it’s people who know what they’re doing but lack ambtion
Джон Ромеро у меня вопрос ты зачем катану обосрал то? ты что любитель фильма зеленый слоник?
Daikatana оставила приятное впечатление несмотря на её недостатки, которые действительно. К сожалению через пелену технических проблем мало кто увидел в игре труд мечты Ромеро. Лично я смог пройти первые первые 3 эпизода без значительных проблем. Фризы игры и застревания сайдкиков были, но достаточно было перезагрузиться. Однако в самом начале 4-го эпизода Superfly просто не сгенерировался и пройти дальше попросту невозможно. Пришлось качать патч 1.3. Вообще лучше с самого начала играть с фанатским патчем чтобы с большим комфортом заценить неудавшееся классику. Перейдём к плюсам: •Саундтрек. Огромный плюс, который все абзёрщики упускают. Для каждого эпизода был написан замечательный ost, который вписывается в окружение и добавляет атмосферы. Саундтрек можно фоном включать пока занят своими делами. •Гейм-дизайн. За исключением первого эпизода остальные эпизоды построены понятно. Да бывает топографический кретинизм, который присущ современному геймеру, а так понятно куда идти. Взаимодействие с окружением было приятно. Например взорвать панель чтобы дверь открылась или по видеокамерам посмотреть где нужная кнопка для открытия другой двери. Игра заставила меня местами почувствовать себя тупым там где ничего сложного нету ибо сам не ожидаешь от того как легко может быть. •Дизайн. Каждый эпизод красивый по своему. Daikatana как по мне лучше всех показывает old school ностальгию старых игр. Мне было приятно изучать уровни средневековой Норвегии или Древней Греции. • Оружие и противники. Идея на каждую эпоху дать по 6 уникального оружия интересная и качественно реализованная. Стрелять приятно. Виды противников интересные и местами некоторых мало ибо появляются 1 раз за весь эпизод. Боссов почему-то умирают с пары выстрелов. Так ли иначе креатив есть. По итогу видно, что над игрой реально старались и вкладывали душу, но увы Ромеро не повезло с самим собой. Творение могло стать такой же классикой как Half-Life или Quake. Жаль, что игру постигла такая печальная судьба. Мне игра понравилась несмотря на её недостатки, которые фиксятся патчем. Её когда-нибудь можно даже пере пройти. Я смело могу рекомендовать.
6.8/10 — tem muitos problemas. Não é um jogo incrível, mas está longe de ser um horror como todo mundo fala. Dá pra se divertir bastante
Игра конечно та еще солянка васянка но вполне себе неплохо, лучше это пройти чем рандомный инди шутан. Видно что игра делалась под другой движок, тут почти всё мешает пользоваться прелестями крейзи мувмента квейка. Логика уровней местами потешная, иногда сам не понимаешь как находишь нужную дырку чтоб пролезть или как активируешь проход. Если есть возможность, то лучше играть в коопе, там не будет застреваний спутников, а для этой игры это прям проблема.
about as interesting as doggie doodoo. not even jesus could save this one.
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Where this game's players are, estimated from review languages.
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