For over eleven years, Reality wore a title it was never meant to bear: that of Last David Bowie Album.

It wasn’t supposed to be this way. Bowie had every intention of continuing recording and touring. But in 2004 (near the end of the grueling 112-date Reality World Tour) he collapsed on stage in Germany, evidently from a heart attack. The beautiful statue that had worn countless layers of paint had suffered an interior crack.

There were no more tours, no more albums. For over ten years, Reality was the end. It never felt like one: it was a small, transitory album, trivial at times, and lacked an identity. It wasn’t a grand, towering tombstone, with HERE LIES DAVID BOWIE etched in stone.

Maybe its battlefield promotion helped it, giving threadbare songs like “She’ll Drive the Big Car” and “Looking for Water” more attention than they deserved. But after The Next Day came out in 2013, Reality fell into its correct place. It’s in the lower half of Bowie’s albums, which is no demerit. It’s also in the lower half of Bowie’s post-70s work, which probably is.

It has good songs, as they all do. “Pablo Picasso” takes the Modern Lovers’ one-chord pony on new and surprising adventures. “The Loneliest Guy” is very unsettling, like a taut and humming spiderweb of Mike Garson’s reverb-soaked piano and Gerry Leonard’s vibrato-drenched guitar. Bowie seems to be drawing from Scott Walker’s approach to songwriting here, turning the soundscape into a huge blank space that crashes sea-shell-like with the sound of its own emptiness.

“Fall Dog Bombs the Moon” is like the last Tin Machine song, very dry and underproduced. The lyrics are both cryptic and heavy-handed, clearly exculpatory of George Bush while not really naming him. I sort of like it.

“Try Some, Buy Some” was originally produced by Phil Spector, and sounds like Regina Spektor. I’ve only listened to it once or twice – a little of this stuff goes a long way.

“Reality” is noisy and quickly becomes unwelcome: it’s like a jam session that nobody has the courage to end. But closing track “Bring Me the Disco King” is another album highlight. It’s another powerful minimalistic song, consisting of Bowie’s voice, Garson’s jazz-influenced piano playing, and Matt Chamberlain’s drum loops. The result is enchanting: it has some of the same magic that “Lady Grinning Soul” had, all those years ago. But then Garson starts vamping all sorts of neo-tonal stuff over the outro (as if trying to recapture “Aladdin Sane”), and a lot of the magic leaves.

And then Reality ends. It was supposed to be yet another stone in a road with no clear end or destination: the road of life. The trouble with such a road is that it can just stop at any moment, without warning, and you have to accept that the final moment has come. For a while, Bowie fans had to accept that this album was his Abbey Road. But eleven years later, a new stone appeared.

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In 2002, Bowie submitted this application for the tiny pool of Rock and Roll Comeback stories.

The grunge and noise rock inclinations of the Reeves Gabrels era are scaled back. The music that came before was like an overgrown forest, while Heathen has strip-cut and burned out areas of emptiness. If nothing else, the album has space.

It labours mightily to recapture the magic of 70s Bowie. The lead single “Slow Burn” is reheated “Heroes”, a song that captures distance and time with reverb-soaked guitars and a vaguely motorik-inspired drum performance (and a Pete Townsend guitar solo, too). The Pixies cover “Cactus” strangely echoes the jangly, raw Mick Ronson era.

And there’s one song that blends past and present bewilderingly: a cover of the Legendary Stardust Cowboy’s novelty song “I Took A Trip on a Gemini Spaceship” (Bowie, in a decision that will never be explained, changed the title to “-Craft”.)

The “Ledge”, incidentally is an odd character from Lubbock, Texas, briefly famous in the 60s (he inspired Bowie’s “Ziggy Stardust” name) and then forgotten. Bowie had heard that he was complaining of never making any money from Ziggy Stardust, and figured out a way to make him whole!

“Everyone Says Hi” and “A Better Future” are charming and innocent, but thin starvelings of songs. “5.15 The Angels Have Gone” is heftier, and has better hooks. The title track “Heathen” is wonderful, containing lumbering guitars, and lonely saxophone lines (which evokes “Heroes” once again).

I like a lot of Heathen, but I prefer the baroque side to the efforts at writing hits on the first half of the album. I’m also surprised by how good the covers are. Normally, covers are the weaknesses of Bowie’s albums, not the strong parts.

 

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Radio personality Ron Bennington described stand-up comedy as a game of “tell a joke, or become the joke”. Your audience has invested time into you, and they want it repaid. If you bomb and your jokes fall flat, be afraid. Your audience came here to laugh, and they’re going to do it, one way or another.

Id software co-founder John Romero was an extremely hot property in 1996. Heavily promoted as gaming’s bad boy, he’d just left id software and had launched a new company, Ion Storm, under the mantra “design is law”. Ion Storm promoted their debut game Daikatana with an ad campaign suggesting that FPS games had become lame and boring, and now long-haired John Romero was going to crash the party on a skateboard and kick everyone’s ass. Radical, dude!

Daikatana was supposed to be the next big thing. Instead, it became a joke. It missed its 1997 ship date, and then perhaps half a dozen ship dates after that. It finally came out in 2000 in a plague field of negative publicity, having gone through two engine upgrades, a full dev team, and thirty million dollars in funding.

What went wrong? It’s a long and fascinating story (told here by Gamespot’s Geoff Keighley) which, along with Duke Nukem Forever, has become an industry cautionary tale on hubris and perfectionism. Daikatana essentially ended Romero’s career as a Triple-A game dev, and he’s spent twenty years bouncing from company to company, leaving a shallow strew of indie and mobile shovelware.

Assuming you’re immune to the charms of Gunman Taco Truck and Pettington Park, Daikatana will likely remain Romero’s last hurrah as a game dev. Was it any good?

That depends on what you want. If you’re eager to play four badly designed half-a-games at once, with a graphical engine years out of date, it’s quite good.

It’s a first person shooter featuring “RPG” “elements” (LEVEL UP flashes on the screen occasionally, and this apparently does something.) Unlike Doom the game attempts to tell a story and establish a rich universe filled with lore, although it isn’t successful on either count.

We start off with a cutscene: an old man who is dying of polygon deficiency explains the plot to you. It goes on for quite a while. The developers must have realised they were boring the player, because they have ninjas jump out of the shadows, beat the shit out of the old man, and run away…after which he continues explaining the plot to you. A mood is created. I don’t think it’s the mood the developers intended.

The story is confusing, and the game as a whole lacks thematic direction. What’s the vibe here? Berserk? Bill and Ted’s Excellent Adventure? Doom? It’s neither funny nor dramatic. It reminds me of a ten year old boy play-acting Spiderman fighting Sonic the Hedgehog while he smashes action figures together.  There’s time travel, ancient Greece, a black sidekick called Superfly (note the spelling) and an Asian female sidekick who’s into martial arts, a giant sword…

But that wouldn’t have mattered if the game was fun. Fun has an excellent track record of elevating games above their own conceptual stupidity. Not so here.

The game technically has “depth”, but so does the Marianas Trench. Eleven thousand meters of water and squid-shit isn’t interesting, and nor are Daikatana‘s huge stack of poorly-integrated, half-tested features.

Why shove an RPG-lite stats system into the game when it has no visible impact on gameplay? Why is there an XP system? What does it do, and why do I care? Why design unique enemies for every level when they all feel like variants of either “annoying fast flying enemy” or “annoying slow-moving bullet-sponge”?

None of the weapons obey logic. There’s a double-barrelled shotgun that fires six shots at once (???), a rocket launcher that shoots two twisty rockets that hit everything except the enemy you aimed them at, etc. This is MC Escher with a gun catalog. The titular weapon, the Daikatana, proves to be a gigantic sword that blocks a large portion of your screen when you have it equipped. It murders everything it touches, including your peripheral vision!

But the game’s absolute nadir is the sidekicks.

They have the worst AI I have ever seen. They run in front of your gun. They get stuck on corners. They get crushed by elevators. They ignore weapons on the ground and charge heavily-armed enemies using their fists. When they die you lose, and they exist at all times in a state of permanent about-to-die. They are comprehensively broken.

Daikatana is off-the-box unplayable because of the sidekicks. Un-fucking-playable. I don’t exaggerate. Daikanata literally cannot be played because of the sidekicks and you will frustrate yourself trying. Don’t bother.

Here’s what you should do instead: download the community-made 1.3 patch, which deletes the fucking sidekicks from the game, thus rehabbing it to “barely playable”. You’re welcome.

The graphics are visually interesting at times (how often do you see the colour purple in FPS titles?), but are mostly dull and ugly. There’s no vibrancy. Why did they upgrade from the Quake engine when the colour scheme recreates most of Quake’s excesses?

What else was happening in 2000? What did the market look like? System Shock 2, Perfect Dark, Deus Ex, Half Life, Unreal Tournament, NOLF, and two Quake games. Next to these titles, Daikatana looks like a game from 1997, with inferior playability. It isn’t as bad as people say: it’s worse.

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