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Everything down to the employees' maze of corrugated steel cubes feels like the inside of a game.
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The alpine lounge upstairs, designed for 24/7 action, has cushy recessed beds, shelves of sugared cereal and a big-screen TV with premium channels and video game consoles thrown in.

Nearby, there's a bullpen of high-octane PCs customized specifically for death matches. Downstairs from Romero's office, the workers' rec room brims with vintage arcade games, a pool table, ping-pong, foosball. They've cashed in so much, in fact, that their Man is now encased 54 floors into heaven (in what has become a rather famous downtown Dallas skyscraper). The rush is so good, so pure, so visceral, they eagerly cash in their paychecks every time a new Romero game hits the shelves. In real life, gamers - mainly guys between 18 and 34 - are students, bankers, lawyers and drummers, but in Doom or Quake or Daikatana they're warriors, ruthless, immortal and totally in control. This pain is precisely what millions of tragically limited mortals around the world are counting on Romero to deliver. "Eww," he says, as I burst into human gravy, "that hurt!" As my character haplessly peeks out from behind a nearby column, Romero flicks his wrist and unleashes a lethal blast of iris lightning. On-screen, he races through Daikatana's shadowed corridors wielding the Eye of Zeus - a Grecian staff with a grapefruit-size eyeball jammed on the end. Romero swivels in front of his computer with jet black headphones perched above his speed-metal coif. "You are so dead!" It's deep into another endless day at Ion Storm and John Romero is truly in his element: trash-talking in a spontaneous death match, a head-to-head computer game showdown where the player with the most kills wins. As Ogre and the other hardcore gamers at Ion Storm know, to live these fantasies you can't let the forces against you get in your way.

Though incessantly shrugged off as kid's play, it has become something far more compelling, an artistic business and culture of inhabitable, alternate realities. This remains the only medium that can literally make you sweat.
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One reason games - with $6.2 billion in sales according to the Interactive Digital Software Association - are giving movies a run for their money is because they offer the ultimate release: role-playing, power, adrenalin. Ignore the press and the other missed deadlines.
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To succeed, this son of a small-town nurse and truck driver has to do precisely what Romero, the archetypal gamer, has always done: Shut out the rest of the world. Making the ultimate computer game, Ogre knows, is all about focus. As he munches a handful of cherry antacids under his Katie Holmes poster, he tries to zero in on what's causing his screen to orgasm every time his on-screen dude runs out of ammo. Their commitment to a self-described "death schedule" - the final, endless rush to perfect their game - isn't just some start-up novelty, it's a way of life.Īnd life for Ogre since last October is an exploding bug. They've quit school, left relationships and literally built beds under their desks to live and breathe nearly every breath in the house Romero built. Since Daikatana's inception, elite and obsessive gamers have road-tripped from around the world to work with their hero, Romero. But the fetish surrounding Ion Storm's growing pains has obscured a deeper mystery: Why do people like these young developers turn over their lives to a computer game? It comes with the territory for Romero, who co-created two of the genre's bestsellers to date, Doom and Quake. Yet again, the perceived impotence of their boss, gaming demigod John Romero, will be almost pornographically devoured by pundits, nonbelievers, even avid gamers who desperately want to get their fingers on Daikatana. As it turns out, they didn't make it Daikatana has yet to hit shelves as this article appears in early March.


The team was hustling to stuff stockings for Christmas 1999 - two years after the game's original release date. This tense moment hit during one of several all-nighters I pulled with Daikatana's 31-person development team over several months last fall. After numerous delays, Ion Storm is supposed to burn a demo of Daikatana for its eager publisher, Eidos Interactive, in minutes.
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For Ogre and the others on the front lines at game maker Ion Storm, this means another bloodshot night of testing what they promise will be among the most beautiful and sophisticated shooters ever made: Daikatana.Ī hulking 29-year-old Texan who got his nickname after chugging four pitchers of beer one spring break, Chad "Ogre" Barron reaches for the industrial-size bottle of Tums above his convulsing PC and considers the situation. Unfortunately, the real culprit is an unidentified bug that's causing his screen to go blank every time he eviscerates a beast. It'd be nice if he could just blame fatigue.
