Een 36 blz tellend verhaal over het maken van Daikatana. Romero's goal was for the time-travel concept to serve as the impetus for dramatic shifts in onscreen content. Tired of the sameness on most levels in action games, Romero developed four distinct time periods with no overlapping content: Ancient Greece, the Dark Ages in Norway, techno-industrial Japan, and 21st century San Francisco. All the time periods would feature a new palette of monsters, weapons, items, and art. "I was sick and tired of shooting down the same enemy 30 levels after I first saw him in the game," Romero defiantly proclaims. Wil je het hele verhaal lezen klik dan hier.