The Bad Boys of ION Storm Finally Launch Daikatana,
Sort of
ION Storm and John Romero, its rock star jefe, hold a strange,
twisted place in the hearts of gamers. Although people constantly
slag the company's excesses and arrogance -- their penthouse office
at the top of Chase
Tower is one of Dallas's fanciest addresses, and ION spent $2
million refurbishing it before moving in -- gamers follow ION Storm
like teeny boppers follow the Backstreet Boys. OK, bad analogy.
The first game John Romero proposed after leaving Id, where he
had designed the ground-breaking Doom, Quake and Doom
II, was Daikatana, a first-person shooter with RPG
elements featuring a samurai sword that allows the player to travel
through time. Unfortunately, he proposed the game three years ago,
and it has still yet to see the light of day. Staff restructuring,
severe personality conflicts and an update from the Quake
engine to Quake II all compounded the delays, and Romero's
ION Storm has been saddled with an arrogant, bad boy reputation.
Delays are the rule rather than the exception in game development,
but people were quick to sneer as the game's release date slipped
ever further. Why? Well, that may be John Romero's fault.
"Daikatana Is Our Industry's Soap Opera"
In mid-1997, when Daikatana was still expected to make its
October '97 deadline, ION Storm ran a series of ads that proclaimed
"John Romero Is Going to Make You His Bitch." The world of video
games is one where lots of smack is talked -- probably because people
who were likely to be on the receiving end of high-school bullying
have finally found an arena they rule. But people still have to
back up the smack, and after daring the public to hate him, John
Romero couldn't pull it off. Though at the time it was probably
meant as something of a joke, good-natured boasting rather than
a direct affront, Romero himself acknowledges that the campaign
fueled the public's adversarial relationship with his game.
As Gearbox Software's Randy Pitchford said in a recent
Stomped article, "Can Daikatana possibly be an epic,
groundbreaking game? How can it possibly recoup the cost of development
no matter how great the game is? What will happen to ION Storm,
Eidos and all of the major players in this story? You see, Daikatana
is our industry's soap opera. How can we help but watch?"
Daikatana is finally this close to shipping, and
a launch party and deathmatch tournament were recently held to celebrate.
On Dec. 17, four gamer gladiators, the winners of Mplayer's
touring Daikatana tournament, gathered at ION Storm HQ in
Dallas to do final battle: Eric "Golden" Hong, Phil "Messiah" Kennedy,
Philip "Gauss" Marcus and Brad "Grindage" McKelvie. The last man
standing after a double-elimination one-on-one round robin would
face Daikatana designer John Romero himself, with some hefty
prizes hanging in the balance. CheckOut.com cosponsored the tournament's
live webcast, so I was dispatched to cover the event and see just
what was going down in Dallas.
Wendy and the Lost Boys
En route I did what research I could, trying to figure out just
what kind of lion's den I was walking into -- a Never-Never Land
where Stevie "Killcreek"
Case, ION's notorious gamer turned designer turned Playboy model
(and Romero's significant other) played Wendy to a penthouse suite
full of Lost Boys? A hi-tech nursery where petulant rock stars gorged
their egos and threw tantrums? I had no idea what to expect.
Of course, hype never quite reflects reality. When I showed up at
the ION Storm offices on Friday morning, Romero and his team were
friendly, personable -- and tired. Although Daikatana has
been pushed back until January at the last minute to avoid rushing a
not-quite complete version for Christmas, the designers, programmers
and artists have already been on the Bataan Death March that game
developers call "crunch time" for more months than they care to
remember, and these fellas still have a few more weeks to go. The
atmosphere at ION Storm HQ was surprisingly light hearted, though it
may have been the lack of sleep and too much caffeine that glazed
people's eyes rather than good feeling.
So were John and Stevie the videogame Kurt and Courtney I'd been
led to expect? In a word, no. Romero is slight, smaller than I'd
expected, and even though he does have that ironed-straight Poison
hair, he was reserved and seemed kind of … shy. Hardly the
egomaniac I'd been anticipating, but you get the feeling that the
last few years have taught him a thing or two. Stevie Case padded
shoeless around the office in a little velvet dress, and ended up
sitting next to John on a couch, watching a deathmatch in progress.
They joked a little about their celebrity status, comparing Romero
jokes, and Stevie laughed at an interview with her breasts recently
published by PC Accelerator (she's an upcoming cover girl).
Bizarre, perhaps, but far from the Guns 'N' Roses shenanigans I'd
heard about.
On the other hand, The ION Storm offices
were everything I'd heard. The company inhabits a penthouse
suite at the tip top of Dallas's downtown business district, with a
luxurious screening room called "The Cinema" and an eight-terminal
deathmatch center that broadcasts to a wall of 12 televisions -- the
bottom eight show the perspectives of the game machines around the
corner, while the top four are just for watching TV. If Elvis had
been a gamer, Graceland would have looked a lot like this. Glass
cases embedded in the walls hold clay models of game characters, and
a glassed conference room with metal shutters that slide down like
the blast shields in Superman's Fortress of Solitude housed the
tournament's prizes: an 800 MHz Athlon MD SYS Cold Fusion PC with
speakers, gamepad and a Voodoo 3, a limited edition Daikatana
poster by former X-Men artist Marc Silvestri and the
Daikatana itself, an actual sword forged especially for the
tournament.
Showdown in the Dojo
When the tournament kicked off, there was some confusion and a bit
of a learning curve; the players had just a few minutes to familiarize
themselves with maps they'd never seen before, and most of the levels
seemed better suited to a 16-person free-for-all than a one-on-one
match. In a series of 15-minute/15-frag matches (all of which ran
out of time long before anyone neared the frag limit), Florida's
Messiah came out victorious. After a few minutes' warmup, Romero
sat down at a machine and the game was on.
The match played out on the Dojo map, an extension of the scene
that appears in the game's intro movie. This is John's level --
he owns it, in gamer parlance. But the big matchup started out surprisingly
one-sided. Messiah racked up a quick four frags, while Romero only
succeeded in accidentally killing himself, giving Messiah a five-kill
lead. Then, in the last three minutes, John came into his own, tying
up the game with five unanswered kills. An Eidos PR manager joked,
"Romero works best under pressure. That's why we always have him
under a deadline." Messiah eked out a final frag just before time
ran out and secured a 5-4 victory, but you could finally see the
magic people talk about watching Romero play. When he's on, he is
on.
Romero good-naturedly handed over the Daikatana and shook hands
with Messiah -- after all, what fun would it have been if the kid
had lost? -- and Phil Kennedy went home with the sword, an impressive
gaming rig and some serious bragging rights. John, of course, still
has to finish his game.
Quake III or Unreal Tournament? "Actually,
Daikatana."
Later that evening, watching the ION Storm crew blow off steam
at a party in the Chase Tower's glassed-in Rotunda, I wondered what
the future held for Daikatana and ION Storm. Will the game
be able to fend for itself in the face of steep competition from
Quake III: Arena and Unreal Tournament? Can Romero
win back gamers' support? Late Friday night, after the reception
and far from any ION ears, I asked Eric Hong, the Columbia U. senior
who plays as "Golden," whether he preferred Q3 or UT.
His answer: "Actually, Daikatana."
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