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  • In a nod to more ambitious RPG hybrid shooters, Daikatana does offer basic ability stats and an experience point system to grow your character. Killing monsters gives experience points to Hiro or to his sword (the sword glows and grows more powerful as it levels up, Hiro can add a point to any of his four stats: Acro (jumping), Power (damage), Vitality (health) or Attack (fire-rate). This system is a nice addition but it's far too shallow to provide replay value to the game. Increasing your Acro skill does allow you to reach certain power-ups though.

    Given that the game is challenging only because of its poor level design, frequent death traps and poor side kick AI, you'd think a generous save system would be in place. The game is big enough and frustrating enough as it is, right? Wrong. Daikatana uses a console-style save system wholly inappropriate to its difficulty. You can save only if you have a gem and you can only hold three gems at a time. Saves are automatic when you change levels but this means you might waste one just before you complete the level. Mainly this is annoying because you're never sure if now is the right time to use one and a simple twist of fate makes you have to repeat another stretch of mind numbing blandness.

    Daikatana does offer co-op multiplayer, and since misery generally loves company this is a welcome addition for gamers who like to share in their masochism and deathmatch is available too. With the weak weapon choices there is really nothing here that'll rip you away from Unreal Tournament or Team Fortress Classic, however.





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