Tagged: boomer shooter

Daikatana: John Romero’s “expert FPS.”

Sometimes I think a lot about what defines “the worst video games of all time.” There’s a lot of games in that category that I question if they deserve that distinction. After all, sometimes people get swept up into the zeitgeist of it all and hate a product without really thinking if it deserves it. While I’m thinking about this topic, there’s one game that comes up in that category.

So I’m on a Discord server where a random bad game is picked every month and people play it. This time around, the game chosen was John Romero’s Daikatana, a first-person shooter developed by Ion Storm and released in 2000 for PC and oddly, Nintendo 64.

Yep, this is how the game starts: Right in the Single Player menu. No splash screen, at least on this fan patch.

I’m not gonna go too deeply about the game’s history here. There’s lots of places that have documented the history of this infamous game and Ion Storm as a studio overall, and I kinda wanna make this something shorter than my usual fare. If anything, I just want to get past talking about that one ad where they proclaim that “John Romero is about to make you his bitch.” (You can thank Mike Wilson of later Devolver Digital fame for that one.)

Everybody loves a sewer.

I’m no stranger to Daikatana. I remember watching the Something Awful Lets Play by Proteus4994 and Suspicious, which was my first experience of seeing the game beyond cultural osmosis. Stuff like “Thanks, John” is permanently burned into my lexicon thanks to this LP. (I don’t think if it’s worth watching nowadays, there’s probably a lot of offensive language that makes it age like expired cottage cheese.)

I actually got to play it myself in 2016, and I don’t remember the experience all that well. The only thing that stuck in my memory was somehow getting Superfly Johnson stuck under a stairwell. Besides that, it was just shooting enemies in various time periods.

To this day I don’t know how this happened.

For this replay, I decided to send my NPC allies to the shadow realm, and Hiro Miyamoto would fight everything singlehandedly. From advice from a supporter of Daikatana – elbryan42 on Youtube – I turned on auto-aim, which made hitting a lot of the smaller enemies a lot less painful. I also decided to kick it up to Shogun difficulty, just for the extra challenge.

This was available three days early for Patreon subscribers. Wanna be one of those? No Daikatana needed, just head to my Patreon and chip in at least a buck and you’re already there!

Don’t try fighting these folks without auto-aim. It’s complete suffering.

The first episode that takes place in the 2200s is an absolutely terrible first start for a game. Lots of small enemies that are hard to hit and hard to see. Lots of green, showing off all that pretty colored lighting that Quake II popularized.

What was with FPSes of this time and using fruit as healing items?

And of course, fruit you can interact with to heal yourself. The later levels of Episode 1 throws so many enemies and very little health that there were a lot of moments where I’d finish a combat section, then make the long backtrack to the nearest health “Hosportal” to refill. It didn’t help the game gives weapons that will do damage to you if you’re not careful: Stuff like the C4 Vitzatergo and the Shockwave Cannon will do lots of damage to foes, but it’s easy to kill yourself with them than the enemies. Even stuff like the Shotcycler seem like an interesting idea in concept but realizing you’re gonna be wasting ammo by killing an enemy with a single shotgun blast.

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WRATH: Aeon of Ruin – Revisiting an early access boomer shooter.

Have you ever written a critique about something, then come back to it years later to see if it still holds up? I have that feeling with a lot of things I’ve played. Since I try to improve myself as a person, sometimes I have to reassess my opinions on something or if I’ve changed. With how games change from day one to day 365 thanks to the wonders of patches and Early Access, it has me occasionally revisiting stuff to see if it’s gotten better. And in this case, it’s going back roughly 4 ½ years ago… when the boomer shooter craze wasn’t at a fever pitch. I’m gonna look back at WRATH: Aeon of Ruin.

Developed between small indie studio KillPixel Games and slightly larger studio Slipgate Ironworks, and published by 3D Realms – the new one ran by Fredrik Schrieber, not the old one that gave us Duke Nukem Forever – the game initially came out in Steam early access in November 2019, the game went through a dormant dry spell before finally being released in February of 2024, nearly five years later.

A friend had gifted me the game back during that early access period, and I was… pretty darn harsh on the game. To quote my now out of date Steam review from that time:

This game, on the other hand, has problems. Lots of questionable design decisions that don’t make sense. Enemies that take too much damage, on arenas where circlestrafing is not an option. An unwieldy inventory system which is counter-intuitive to the style of gameplay this wants to emulate. And whoever thought that reviving the “save gem” concept from Daikatana was a good idea needs to be smacked in the head with a baseball bat […] I cannot recommend the game in the current state it’s in. It needs some balancing adjustments to be mentioned in the same breath as the aforementioned retro FPS throwbacks.

This game definitely didn’t have it’s balance set correctly in 2019. (Taken from the Early Access period.)

Basically I lauded the look and style of the game, while also feeling the gameplay needed some improvement. By 2019, the concept of a retro FPS/boomer shooter requires a type of finesse to make it stand out from the others. A lot of New Blood’s work, like DUSK or Amid Evil, is a good example of this. This is more important 2024, when we’re in peak Boomer Shooter Heaven, where everybody’s getting in on the craze. So let’s see how KillPixel and Slipgate Ironworks did to improve from their early access version.

I feel like I’m crossing the River Styx.

A quick story primer: You play as the Outlander, an unknown figure who meets with The Shepherd of Wayward Souls, where one must find the sigils of an area before fighting a big boss at the end of three episodes. The Outlander transports to levels and defeats any monsters in their way to get the sigil at the end. Basically a little bit HeXen, a little bit Turok: Dinosaur Hunter, with a pinch of Blood and Quake for flavor. (Fitting, since WRATH is made on DarkPlaces, a source port of Quake’s engine.)

Sharp. Pointy. Zoomy.

Much like other boomer shooters, the Outlander has a myriad of weapons at their disposal. First is the Blade of Ruination, a good go-to melee that also has an alternate fire where you lunge forward, which is great for getting past gaps and doing massive damage to certain foes. Then there’s your usual FPS arsenal of a handgun, a double-barrel shotgun, a “Fang Spitter,” which amounts to the game’s rapid-fire automatic weapon, an acid-spitting launcher and even a railgun equivalent. There’s other weapons too, but most of these are in those early episodes. All the weapons have an alternate fire that can be useful in sticky situations.

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