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Oni: Difference between revisions

33 bytes added ,  18 April 2009
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→‎Reception: sheesh, this isn't rocket science; hopefully now everything is correct and consistent
(lots of stuff, including rewriting Post-release section using text from History & Future sections that were at AE:OMNI)
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Professional critics tended to dislike the ambitious melee element, complaining of counter-intuitive or unresponsive controls (if they found the game too hard), or the easily accessible basic combos (if they found the game too easy). Some reviewers were unimpressed by environment graphics that were not as rich as other games of the time (the simple look of Oni was partly due to the attempt to mimic animé backgrounds, and partly a result of the game mostly taking place in offices and other realistic settings).
Professional critics tended to dislike the ambitious melee element, complaining of counter-intuitive or unresponsive controls (if they found the game too hard), or the easily accessible basic combos (if they found the game too easy). Some reviewers were unimpressed by environment graphics that were not as rich as other games of the time (the simple look of Oni was partly due to the attempt to mimic animé backgrounds, and partly a result of the game mostly taking place in offices and other realistic settings).


Upon Oni's release, many felt cheated because the game did not deliver on all of its promises (a [http://games.slashdot.org/article.pl?sid=04/10/01/1651219&tid=211 not uncommon issue] in game development). The most notable shortcoming was the absence of LAN [[multiplayer]], which had been demoed at a hands-on booth at E3 1999, but removed before release on account of concerns over latency issues.
Upon Oni's release, many felt cheated because the game did not deliver on all of its promises (a [http://games.slashdot.org/article.pl?sid=04/10/01/1651219&tid=211 not uncommon issue] in game development). The most notable shortcoming was the absence of LAN [[multiplayer]], which had been demoed at hands-on booths at MacWorld Expos in mid-1999 and early 2000, but removed before release due to stated concerns over latency issues.


Some of the previously announced features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On {{OCF}}, Design Lead [[Credits|Hardy LeBel]] blamed this on former AI programmer [http://www.quinndunki.com/ Quinn Dunki], saying "She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on". Interestingly, some smart AI behaviors have in fact been found in Oni's engine, whether they were coded by Dunki or her replacement Chris Butcher; however, some of the code is disabled or not utilized by the game's mission scripts.
Some of the previously announced features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On {{OCF}}, Design Lead [[Credits|Hardy LeBel]] blamed this on former AI programmer [http://www.quinndunki.com/ Quinn Dunki], saying "She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on". Interestingly, some smart AI behaviors have in fact been found in Oni's engine, whether they were coded by Dunki or her replacement Chris Butcher; however, some of the code is disabled or not utilized by the game's mission scripts.