10 Awful Changes That Ruined Potentially Awesome Games

4. Daikatana (PC) - Time Keeps On Ticking

Daikatana Daikatana is one of the biggest failures in video gaming history. Heavily, heavily hyped, it was to revolutionise the way we think about first person shooters. Then again, which game doesn't promise to revolutionise the way we think about ? Ah, the smoke and mirrors promotional tactics of the gaming industry...We're still waiting to Kinect with Milo, Microsoft. Anyway, Daikatana was to be the magnum opus of Doom creator John Romero. The depth of content promised was impressive, spread over four different time periods, sporting a wide range of weaponry and monsters, as well as sidekicks that would accompany you throughout the game providing backup firing. It sounded awesome. It really did. Unfortunately, technology continued to progress and the once impressive Quake engine that the team had decided to use for Daikatana was not so impressive anymore. Eleven months into the project, the decision was made to switch to the Quake 2 engine. However, it was so radically different to what they had been programming before that everything had to be scrapped. Almost a year's work down the drain. This, coupled with one of the most hated advertisements ever put out by a gaming company ever, that read, "John Romero's about to make you his b*tch... suck it down", made it clear the writing was on the wall for Daikatana. The game ended up coming out in 2000, rather than the originally proposed Christmas '97. By then, what could've been an awesome game for the time was a run of the mill, glitchy, unloved, all-round failure, lost in the shuffle and to this day only remembered for the poor choices and disappointment that made this game infamous.
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David is a freelance writer. He likes some pop culture things. Thank you reading this.