wormholewizards: Hi, your settings look nice. Which screen resolution did you use for the game? I see your HUD quite compact and small. And no stretched image.
The screen resolution is a hacked 1280x720. I just set the in-game resolution to 1600x1200, used xvi32 on daikatana.exe, searched for the text string "Mode 9" or "1600x1200", changed the nearby characters at B4864 and B4865 (they represent the horizontal resolution in hexadecimal) and B4868 and B4869 (they represent the vertical resolution in hexadecimal). By default, the values should be 40, 06, B0, and 04, respectively.
It sounds complicated, but it's really not. Use a calculator to find the hexadecimal equivalent of the resolution you want. There's a trick, though. Each set of cells are in reverse order. 1600 in hexadecimal is 640. Read that as "0640". The first cell at B4864 is 40, and the cell after that is 06. It reads as "4006". Likewise, the vertical characters for 1200 are written out as B004, since 1200 in hexadecimal is 4B0 (04B0).
If you want to use the same 1280x720, use 00 and 05 at B4864 and B4865, as well as D0 and 02 at B4868 and B4869.
Since we've modified the 1600x1200 resolution (a good choice, since I doubt you have a vertical resolution that can support 1200 anyway), you'll want to set your resolution in-game to 1600x1200. It will then display as whatever resolution you hacked in it's place.
The problem is, it messes up the menus and I don't know of any way to fix it. Everything in-game seems to work just fine though, as you can see.
HenitoKisou: I watched some of your streams. AI of friends and enemies doesn't look that terrible as many people said, it looks rather standard for that 1998-2000 years. AI in Blood 2 is more limited. Guns are creative and interesting like Shadow Warrior vs Duke Nukem 3D. Enemies? It depends, some are bland, but other are good and made with twisted imagination. Level design and story progression seems ok and to some degree a bit non-linear. In fact it's like 4 games in one. Quake 2 was more boring in colors scheme, design and gameplay than this, especially on PSX. ;-)
Oh, hey! You're that guy who followed me, I suspected it was a fellow GOG member. :P
Yeah, Daikatana is, more or less, "Quake with a story". I love the weapons. Almost all of them are pretty unconventional and experimental, and most of them turned out quite good. That "most of them" probably wouldn't include Hades Hammer. XD
Every episode except the fourth one feature some manner of "rocket launcher" that behaves like a rocket launcher in Quake. The fourth episode's kineticore functions a lot like the shotcycler, though, so every episode has at least one mobility weapon. Deathmatch in Daikatana is a lot like Quake. The Shotcycler-6 is one of my favorite weapons. It's an awkward shotgun that always shoots six shots in succession, but there's no easier and less painful way to jump, glide, descent, and boost your way around.
The leveling system is kind of tacked on. It adds a tiny bit of replay value. As you can tell, I prefer attack (attack speed) and acro (jump height). The faster attack rate lets you quickly dish out damage as an alternative to straight up power (attack power, though using attack power lets you deal more damage with less hits and ammo), makes it easier to land hits, and also makes the shotcycler more effective. Acro is useful for reaching places, as well as navigating around your lovable idiot teammates. With enough acro, you can effortlessly climb on top of the low resolution meatball that is Superfly's head. ;)
Speed makes you faster, vitality increases your max health. Speed can be fun, though you don't need a lot of speed, especially when you're herding Superfly and Mikiko. Vitality can be helpful if you're having a hard time staying alive, or if you know what you're doing and like to rocket jump a lot. It's functional, but not exactly the funnest attribute. You can also level the Daikatana, making it a better, faster, stronger, (harder? :P) weapon. I can't remember if leveling the Daikatana consumes experience for leveling your character, or if it's shared. I wish I did, though, since I'm playing it at the moment. :/
I love first-person shooters from this era. Cool lighting effects. I love the green glow from shooting the Ion Blaster down a dark corridor. Daikatana has a lot of the things I liked about Doom, Heretic, Hexen, and Quake. Fun level design, atmosphere, and weapons. I don't think they nailed the music, sound, and enemies like those games did, but it's still very enjoyable.
Daikatana is a pretty great game that had the potential to be a huge hit. Unfortunately, it still needed a good deal of work, it came out at a time when most gamers were no longer satisfied with Quake episodes and expected Half-Life and Deus Ex, and nobody could be bothered to have the patience to deal with Superfly and Mikiko. For people like me that are willing to overlook it's flaws, Daikatana has a lot of things to like about it. It's hard to stay mad at Superfly when he has a complete and lengthy emotional breakdown after you die that lasts through the loading screen. "Hiro's been bitchslapped into oblivion" makes me laugh every time.
It certainly helps that you can smack these two around when they're being complete idiots. In one of the videos, I turn Mikiko into a pile of gibs with a single punch after a particularly infuriating game of hide and seek she initiates after trying to get her to follow me so I can heal her. Too many games these days still have idiot partners, but you can't smack some artificial intelligence into them when they start flailing around and doing unforgivably stupid things.