A Sword That Unmade History
The setup centers on a sword that rewrote the calendar. In 2455 AD, Kage Mishima seized the magical powers of Daikatana, described as the most powerful sword ever forged, and used them to alter time and install himself as supreme dictator. You play Hiro Miyamoto, one of the few people on Earth who knows what actually happened. Because the history everyone else accepts is the corrupted version, Hiro's task is to find that dictatorship and right the wrongs it inflicted on the world.
The documented structure of that task is travel itself. The game spans four time periods, and moving between them is the mechanic through which historical events get altered. Correcting the wrongs tied to Mishima's regime is the objective, and restoring the world is the end result of those corrections. Hiro does not travel alone: Superfly Johnson and Mikiko Ebihara, his two friends and highly-trained sidekicks, accompany him, so the time-jumping campaign is built around a three-person pursuit of the dictator across eras.
Two Friends Watching Your Back
Superfly Johnson and Mikiko Ebihara are the two highly-trained sidekicks who accompany Hiro on the time-jumping campaign. The documented role of these companions is to watch your back, which the game lists as a key feature alongside its enemy roster and weapon count. Their support is described as extending to combat and to exploration, so the pair is present both when fights break out and when Hiro is moving through the game's environments. The three-person pursuit of the dictator across eras is therefore the frame in which the sidekick assistance operates.
The sidekick mechanics sit within a campaign that also counts more than 50 superior enemies to slice and dice, 25 glorious weapons to collect and utilize, and 24 huge levels spanning four time periods. Support in combat and exploration is the specific contribution assigned to Superfly and Mikiko, while Hiro's own documented actions are traveling through time and righting the wrongs inflicted on the world. Because the two friends are described as highly-trained, their assistance is framed as a trained capability rather than incidental company, and the sidekick feature is presented as one of the game's headline elements.
Twenty-Five Weapons and Fifty-Plus Enemies
The weapon roster in this game is built around collection and use: Hiro gathers 25 weapons over the course of the campaign and then puts them to work. Progression is tied to that same pool, since collected weapons are upgraded and utilized to advance through the game. Combat itself is framed as slicing and dicing, with the weapon variety feeding directly into how encounters are handled. The counts are listed as headline features, so the arsenal is treated as content to be found and improved rather than fixed starting equipment.
Against that arsenal stands a roster of more than 50 superior enemies, described as opponents to slice and dice. The documented rules link the two counts tightly: weapons are collected and upgraded, and enemies are defeated through combat that involves cutting them down. Because the enemy figure sits alongside the 25-weapon and 24-level figures as a key feature, the opposition is presented as a large, named component of the campaign rather than background dressing. The documented actions are straightforward: find weapons, improve them, and dispatch the superior enemies encountered along the way.
24 Levels Across Four Eras, Plus Free Network Play
The campaign's level structure is documented as 24 huge levels that span four time periods, crossing the same four eras the time-travel premise establishes. Since travel between periods is the mechanic through which history is altered, the levels distribute the pursuit of Mishima's corrupted dictatorship across those eras rather than confining it to one setting. Hiro, Superfly Johnson and Mikiko Ebihara move through this level set together as a three-person group, and righting the wrongs inflicted on the world is the stated task carried out across the 24 levels.
Alongside the single-player campaign, the game lists killer multiplayer capabilities for free network play. That mode is presented as a separate headline feature of the package, sitting next to the four-era, 24-level structure and the weapon and sidekick features. The documented rules do not specify map counts, player limits or match formats for network play, so what can be stated is the supported combination: multiplayer is enabled, and it is offered without charge as network play, distinct from the time-travel campaign.
Sources & further reading.
- Daikatana — official game profileRetrieved Oct 28, 2026
First published .
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