Oni 2 (Angel Studios): Difference between revisions

From OniGalore
Jump to navigation Jump to search
(adding info on story, or at least the setting, and describing each level)
(→‎Analysis: engine is predecessor of GTA engine)
Line 245: Line 245:
:15: Acrobatics Test. A small “playground” level that is designed for testing Konoko’s acrobatic maneuvers. It consists of some spires and some ramps in a geometric space.
:15: Acrobatics Test. A small “playground” level that is designed for testing Konoko’s acrobatic maneuvers. It consists of some spires and some ramps in a geometric space.


==Analysis==
==Engine==
Andrew Borman (host of PtoPOnline) states that Oni 2 ran on a Renderware-based engine which Angel used for their other games. Since Angel mostly (in fact, almost exclusively) developed racing games, it's difficult to understand why T2 assigned them a third-person brawler with a heavy focus on bipedal animation.
Since Angel mostly (in fact, almost exclusively) developed racing games, it's difficult to understand why T2 assigned them a third-person brawler with a heavy focus on bipedal animation. It seems likely that Angel had to do a tremendous amount of coding to add support for this type of game to their engine. Interestingly, the game binary contains various debugging-related strings which reference "AGE", e.g. "../../../age/src/gfx/viewport.h". According to Wikipedia, AGE was the Angel Game Engine, the in-house engine used by Angel Studios. Angel was bought by Rockstar, apparently in part for their engine, and AGE became [[wikipedia:Rockstar_Advanced_Game_Engine|RAGE]], the engine that Rockstar has used to power the Grand Theft Auto games from IV onward.
 
Put engine analysis here.


[[Category:Oni history]]
[[Category:Oni history]]

Revision as of 02:30, 12 December 2016

Oni 2: Death & Taxes (working title) was a sequel to Oni which was in development from 2001-2002 before being cancelled. The game was being developed by Angel Studios under publisher Take-Two Interactive before Angel was acquired by Rockstar and renamed Rockstar San Diego. An ISO of the last (?) development build of the game leaked in 2016. The build was documented by the game preservation YouTube channel PtoPOnline here.

Development

Shortly after Oni was released, it was rumored that Take-Two had put Oni 2 into production; however, no sequel was ever officially announced. In 2007, the rumor of a cancelled sequel was bolstered by a leak which asserted that Oni 2 had been under development by Angel Studios for the PS2. In 2016, the full story finally came out when an actual development build of the cancelled game was leaked, documented by PtoPOnline, and covered by Kotaku.

At this time, interviews with former developers revealed that the game had started development at the beginning of 2001 or even late 2000, which might mean that its development overlapped with Oni's. Since the development build is dated Dec. 10, 2002, that means that the game was in development for as long as two years. After all that time, it was apparently not even close to completion. The project suffered from a lack of clear direction, and when Angel was acquired by Rockstar and renamed as Rockstar San Diego in 2002, Oni 2 was cancelled in favor of other projects.

Playing the build

The ISO, should you find it on the Internet (hint: search for the game's full name, and don't use Google), is playable in an emulator or on a modded PS2. PCSX2 is the only mature emulator available, and although it comes for Windows and macOS, if you are on a Mac you will want to boot into a Windows partition to use PCSX2 rather than use the Mac build. Not only does the Mac version of PCSX2 have poor performance, it also exhibits graphical glitches with this particular game. Some visual problems occur even when playing on a PS2, so it's likely that graphics code was being worked on when this build was produced.

There is only one level available by choosing New Game. Other levels, however, can be chosen from the Load Game menu. These are documented under "Story and levels" below. Levels can take a long time to load, and some do not have loading screens, displaying a gray screen until they're done loading. The only levels that could be considered traditionally "game-like" are levels 1, 6 and 8: The Blast Chambers, Initial Attack, and The Rooftops. These were the primary levels used to prototype the game. The other levels are intended for the developers to test features or scripting, but some are rather substantial, like level 14, AI Abilities Test.

Gameplay

Oni 2's melee combat was shaping up to be considerably more complex than Oni's, incorporating the grappling and parrying that some Oni fans have wished for in a sequel. Ledge-grabbing, AIs that can disarm you, contextual abilities, and blocks that stun the attacker are also additions to Oni's formula. Gunplay is still present, and is as simple as it is in Oni. Konoko's agility is as good as in Oni, with the ability to perform melee strikes in all four directions, strafe sideways, and perform a jump-flip while still using her weapon. A curious choice was made in allowing Konoko to double-jump as if she is a character in a platformer (of course, no design decisions were finalized at this point in development). Konoko can also perform wall flips (see "Controls" section). When she is facing a wall, the wall flip sends her backward away from the wall, but when her back is to the wall, she comes back into it with her flip, and can continue to perform additional backward wall flips ad infinitum. This allows her to climb any wall, which is essential to clearing level 8.

Controls

Note that Oni 2 is meant to be played in analog mode so that the left thumbstick can be used for movement and the right stick to move the camera. In digital mode (the "Analog" light on the DualShock 2 is off), the D-pad has to be used as the movement control, but in analog mode, the D-pad is freed up to serve as the inventory control. In the following tables, analog mode is assumed to be on unless otherwise noted. Note that ledge grabbing does not work everywhere, only where the devs intended it to.

Movement
D-pad (in digital mode) run
left analog walk->run (speed determined by angle of stick)
right analog camera control
X jump
R1+left analog strafe
R2 (hold) crouch
R2 while running roll
+ movement towards nearby wall wall flip
while in air near ledge ledge grab
X while hanging from ledge climb up
while hanging from ledge drop down
left analog while hanging from ledge hand-walk along ledge
Weapons and inventory
with gun in hand fire
R1 + right analog while holding gun aiming control
drop weapon
open/close inventory
← / → select weapon
R1 pick up item/target enemy
R3 draw/holster weapon
Game controls
Start Pause game
Select Toggle HUD ring


The closest thing to a developer mode that has been discovered is pressing both analog sticks at once to cycle through camera modes. Note that when moving the camera in free-fly mode using the left analog stick, Konoko still responds to the thumbstick as well, meaning that in some of the more precarious levels she is likely to fall off the map and die, leading to a Game Over a little while later. The camera must be in free-fly mode for the controls described below to work.

Developer controls
L3 + R3 Toggle camera mode: standard, close-up, free-flying
left analog move camera
right analog aim camera
R1/R2 raise/lower camera
L1 + move camera faster camera movement

In the following tables, a '*' means a short pause.

Δ is the strike (fast attack) button, and it produces various punches and kicks based upon your position in a combo sequence or the use of a directional modifier (that is, beginning to move in a certain direction right before attacking). O is the heavy attack button, producing slower, presumably more powerful attacks. O and Δ attacks can be interleaved and still build a combo, e.g. Δ, O performs the same second attack as O, O does.

Triangle attacks
Δ, Δ, Δ punch, punch, high kick
Δ, *Δ, Δ punch, hook kick, hook kick
Δ, *Δ, *Δ punch, hook kick, jumping spin kick
move left/right + Δ, move left/right + Δ side punch, side elbow
move left/right + Δ, *move left/right + Δ side punch, side jump kick
move backward + Δ, move backward + Δ back kick, back kick
move backward + Δ, *move backward + Δ back kick, back hook kick
Δ while in air jump kick
Δ while crouched sweep kick
Δ while running running punch
Circle attacks
O, O, O spin kick, double punch, overhead throw
O, O, *O spin kick, two-handed strike, jump kick throw
O while running double kick
Special attacks
while running into enemy lariat (yes, the Lariat from Oni)
L1 double spin kick
L2 parry attempt (used on incoming enemy attack)
Δ after parry throw counterattack
Δ, Δ, Δ, punch, punch, kick, grab attempt (leads to grappling options)

Note that grappling was a work-in-progress and can cause animation glitches after it ends. After holding a target for a while, he will break free, but this sometimes causes the game to hang. When you have someone in a hold, you can press Δ one or two times to elbow him in the head, but a third Δ will kick him away. So the elbow attacks are intended as an optional prelude to either releasing him with X, kicking him with Δ, throwing him with O, or placing him in a painlock stance with . When the victim is in a painlock, you can punch him in the head an unlimited number of times with Δ, but you can no longer throw him, only release him.

Grappling (with victim in hold)
movement walk with victim (human shield tactic)
Δ x3 elbow to head x2, kick away
O overhead rolling leg throw
place victim in painlock stance
Δ while in painlock fist to head
X release victim from hold or painlock stance

Story and levels

It doesn't seem that the Oni 2 project actually had any writing done for it yet, so any story-like elements in the build are probably placeholders. Even the title of the game is probably a placeholder or joke, as it would be rather unusual for a shipping title. Also notable is that internal resources of the game repeatedly use the title "Oni 2: Rebirth".

The lack of any kind of finalized story is the likely explanation for the fact that Konoko is back to working for the TCTF, an organization that previously tried to kill her, not to mention that Mai is called "Konoko" again instead of her real name (though that may be because she is working for the TCTF). Konoko is briefed on missions by an android named Amaya (she does not look human like an SLD). The organization of bad guys is simply called the Neo-Syndicate, also likely a placeholder. The setting of the game is a traditional cyberpunk atmosphere. We see all sorts of cyborgs, as well as scavengers living off collected junk.

There are 15 levels in the game (once again, 14 are only accessible through the Load Game menu):

1. The Blast Chambers. This level seems closest to being finished, at least out of the material burned to the disc. Konoko must chase Neo-Syndicate bad guys through the subterranean blast chambers of a launchpad. The game hangs when Konoko is about to exit the chambers and face a female opponent, likely a boss. She can be seen, and fought, in level 3, Brawler.
2. Protect the Statue. This is a test of a "defend the target"-type mission. You must defend a statue from Neo-Syndicate bad guys who are shooting it.
3. Brawler. This level is simply a large floor grid, on which are placed (apparently) all the characters created so far. They then begin fighting one another, "reservoirdogs"-style. Konoko can attack any of the characters, and some will randomly target her. Among the combatants is an old model of Konoko that resembles her appearance in Oni, but she apparently has no combat moves at her disposal and so she cannot attack other characters. Amaya also appears to be represented here.
4. The Junkyard. This may have been a prototype of an actual level, but at such an early stage that there is no briefing screen, enemies, or known goal. It’s a fairly small yet intricate area that probably would have been expanded if made into a finished level.
5. Destructible Building. This is a test of a scripted event in which parts of the floor of a building collapse, leaving holes you must navigate around.
6. Initial Attack. Possibly another proto-level, this is the most polished level besides Level 1. You explore different areas of a facility, including an area in which Neo-Syndicate bad guys are attacking civilians that you are probably supposed to defend. There is no briefing screen, therefore no known goal, but upon reaching a dead-end in the level, you get a Mission Complete notice in your HUD ring and can advance to the next level, which is not the case for most of the 15 levels.
7: Assault. Basically a single large area in the City where you face groups of enemies. Possibly a proto-level, this level is also a demonstration of friendly AI and a test of the AI awareness system. Your AI ally is capable of handling himself but makes little effort to stay with you, similar to the occasional help that the AI provides in Oni. One group of bad guys seems to be set as blind, but can hear you when you pass by. Another type of AI calls on their allies to attack you as a group when you're spotted. Once the bad guys in that area are defeated, there is nothing more to do and nowhere to explore.
8: The Rooftops. Another proto-level, there is a great deal of environmental modeling evident in this level, but no textures. You must leap from rooftop to rooftop (although the structures you run on are not realistic), while being shot at by snipers and chased by enemies who can also leap from roof to roof to chase you. Eventually Konoko advances to an area with no enemies, just navigational challenges — most notably a section where the exhaust from large vents threatens to push her off the roof as she runs by them. Finally she slides down a slope to arrive at a dead-end, and the level is complete.
9: Defend the Statue. Essentially the same test mission as level 2, except with a slightly different mix of enemies.
10: Endless City. A test of a system that allows you to “fly” through a city by standing on a two-dimensional square as it travels through an endlessly looping circle, with walls on both sides and flying vehicles passing you by. There is a series of platforms that one can jump to, but after the first couple of jumps, advancement seems impossible due to the distance between platforms.
11: Zipline Test 5. A simple test of “ziplines”, which appear as geometric lines and arcs drawn in the 3D space of the level. Some ziplines are hand-over-hand rails, and others are built for sliding down by holding onto an object that runs along the line, in the way that real-life ziplines work.
12: Zipline Test 8. Another small level with multiples types of ziplines. The ziplines in this level are all hand-over-hand, and come in different shapes such as a square and a Y shape.
13: Destroy the Statue. This level is a test of the "destroy the target"-type mission goal, taking place in the same kind of area as levels 2 and 9, with the statue you were protecting now set as your target. Numerous Neo-Syndicate bad guys defend it by shooting at you, and you have a time limit in which to destroy the target.
14: AI Abilities Test. A tutorial level, either for the player or for internal testing purposes. By way of text message that appear onscreen, and different areas set up for specific purposes, the game demonstrates such features as: enemy spawning, manual aiming and lock-on for weapons combat, special contextual actions (such as pushing someone off a ledge), and various aspects of the enemy AI. The level has a definite endpoint, but no Mission Complete is granted for reaching it.
15: Acrobatics Test. A small “playground” level that is designed for testing Konoko’s acrobatic maneuvers. It consists of some spires and some ramps in a geometric space.

Engine

Since Angel mostly (in fact, almost exclusively) developed racing games, it's difficult to understand why T2 assigned them a third-person brawler with a heavy focus on bipedal animation. It seems likely that Angel had to do a tremendous amount of coding to add support for this type of game to their engine. Interestingly, the game binary contains various debugging-related strings which reference "AGE", e.g. "../../../age/src/gfx/viewport.h". According to Wikipedia, AGE was the Angel Game Engine, the in-house engine used by Angel Studios. Angel was bought by Rockstar, apparently in part for their engine, and AGE became RAGE, the engine that Rockstar has used to power the Grand Theft Auto games from IV onward.