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But also look at a game like Turok 2.
That game has so many similarities with Romero's vision for Daikatana. He wanted multiple worlds that all felt different each with different monsters and weapons but it was just too much to handle all with a last minute engine change.
The idea was solid. The foundations of this game are good and with the patch better. You can see that the idea is here but back in the day they had very little undertsanding about how to project manage big games with big teams and the engine was more advanced than what anyone was used to.
He reached for the stars many times before and never failed so had no idea it cold go wrong. Developers still make similar mistakes today. It happens.
It's not a mistake. He funded(only funded) two other monumental projects. Deus Ex and Anachronox. I would say, way more ambitious and bigger in scope than Daikatana in every way. And also made on primitive tech. In ID Software he was just another team member. I know the history of ID and ION Storm well. He never had good ideas. First hour of Daikatana is near unplayable, and you know it was his idea.
And like him or not, whether you think Daikatana is good or bad… Romero is a legend. He was there at the birth of FPS/3D gaming and played a part in it, he deserves respect for his contributions (no matter what he did or didn’t do afterwards). What contributions have you made to PC gaming in your lifetime?
I think the negative reviews from critics when it came out all stem from that first episode of the game being overly punishing, but it's not a run and gun action game like Doom, it's a game where you are supposed to procedurally work through each section and be mindful of how you are playing as you progress. In Doom on the easier levels you can just run around and fire your gun at the enemies and that's it- this game is way more hardcore in that regard because there are rules you must learn to proceed. Further, I really like the idea of "save gems" because FPS games where you can save after every two steps eliminates the challenge altogether. Honestly I think most of the negative reviews come from the fact that the game was too hard for reviewers to finish. Just imagine the first time you ever played an FPS game and didn't even know how strafing mechanics work. Now add in all the crazy half-second dodges and weapon rules with a save restriction on top of that. Even though the combat gets easier after the first episode, I suspect they never even got that far. With that said I still can't excuse the ally AI in this game. I play without the patch, I leave them at the entrance and come back for them after the map is clear.
This was actually really helpful for me, I’ve never finished the game before (only played it for the first time last year, but didn’t get very far. It just seemed a lot different than other retro FPS games so I just moved on to other games). But what you wrote gave me a new perspective, thank you.
He has done the programming in a number of other games but hasn’t led development or directed anything since Daikatana, apart from his Sigil 1/2 Doom episodes. I still think he deserves the respect of everyone who plays games for his contributions. Rumor is that he gave Valve a copy of the Quake Engine that they used to make their first half life game with although they altered the source code a bit.
Just like Ken Silverman (who completely left the industry entirely) who coded the Build Engine used by 3D realms, John Romero was influential in the 90s to PC gaming and that led to the gaming world we have now. Hopefully he will make another game one day (and he is supposed to be working on one and has a small studio) but even if he never does, I will personally always be grateful for what he helped to create and the subsequent games that early id software titles helped to inspire. Lots of people that were directly making games back in the 90s ended up taking less creative, more lucrative positions in the industry after their initial wave of success, you can’t really blame them for cashing out or moving up in the world. Obviously I hope he would make something else in the future on a larger scale than Sigil but we don’t know what all has happened behind the scenes. I know there was at least one big project he was a part of that got canceled and didn’t make it to market.