18,700
edits
m (oh, it's down to seven... hmm...) |
(adding mention of Oni prequel, elaborating on Oni's development woes, filling in lots of other little gaps in the story) |
||
Line 10: | Line 10: | ||
=Development= | ==Development== | ||
Work on Oni began in 1997 when Bungie decided to found a second studio, "Bungie West". The concept for their first project was devised by Brent Pease, whose primary influence was [[wikipedia:Mamoru Oshii|Mamoru Oshii]]'s animé film [[wikipedia:Ghost in the Shell (film)|Ghost in the Shell]]<sup>1</sup> (adapted from [[wikipedia:Masamune Shirow|Masamune Shirow]]'s [[wikipedia:Ghost_in_the_Shell_(manga)|manga series]]). The name "Oni" (originally intended only as a codename during development) is evidence of the connection; Pease considered its meaning to be "Ghost"<sup>2</sup>. | Work on Oni began in 1997 when Bungie decided to found a second studio, "Bungie West". The concept for their first project was devised by Brent Pease, whose primary influence was [[wikipedia:Mamoru Oshii|Mamoru Oshii]]'s animé film [[wikipedia:Ghost in the Shell (film)|Ghost in the Shell]]<sup>1</sup> (adapted from [[wikipedia:Masamune Shirow|Masamune Shirow]]'s [[wikipedia:Ghost_in_the_Shell_(manga)|manga series]]). The name "Oni" (originally intended only as a codename during development) is evidence of the connection; Pease considered its meaning to be "Ghost"<sup>2</sup>. | ||
The designs for [[Konoko]] and Commander [[Griffin]] can be seen to resemble the characters of [[wikipedia:Motoko Kusanagi|Motoko Kusanagi]] and [[wikipedia:Daisuke Aramaki|Daisuke Aramaki]]. Early development even presented Konoko as a [[cyborg]], which, together with the tech-crime-fighting setting, bore a strong similarity to the premise of Ghost in the Shell. In August of 1999, Hardy LeBel was brought in to lead the project, and revamped the story<sup>3</sup>. The final version of Oni abandons the cyborg heroine and instead introduces original concepts such as [[Daodan]] and [[SLD]]s. | The designs for [[Konoko]] and Commander [[Griffin]] can be seen to resemble the characters of [[wikipedia:Motoko Kusanagi|Motoko Kusanagi]] and [[wikipedia:Daisuke Aramaki|Daisuke Aramaki]]. Early development even presented Konoko as a [[cyborg]], which, together with the tech-crime-fighting setting, bore a strong similarity to the premise of Ghost in the Shell. In August of 1999, Hardy LeBel was brought in to lead the project, and revamped the story<sup>3</sup>. The final version of Oni abandons the cyborg heroine and instead introduces original concepts such as [[Daodan]] and [[SLD]]s. | ||
=Hype= | Oni was originally expected to be released in the fourth quarter of 1999, but as that date approached, the release date was pushed back. This occurred repeatedly, until finally the rumored release date was as late as March 2001. Much of the uncertainty over Oni's status came from Bungie's well-known reluctance to disclose or adhere to fixed release dates. Some of the delay may have come from staff turnover; Pease left at the end of 1999, and Bungie West also lost one of their two level designers and the sole AI programmer in the same six month period. | ||
A possible additional factor was the acquisition of Bungie by Microsoft, which was announced in June of 2000 (the details of this are explained in the "Post-release" section below). It is possible that the process of selling the company and the acquisition of Oni by [http://www.take2games.com/ Take-Two Interactive] also interfered with any plans for a more timely release. | |||
==Hype== | |||
The earliest online hype was deeply rooted in the existing Bungie community, notably Marathon fans<sup>4</sup>. As the Oni project gained popularity, a dedicated online community emerged in the form of [[Oni Central]] and its [http://oni.bungie.org/community/forum/index.php forum]. | The earliest online hype was deeply rooted in the existing Bungie community, notably Marathon fans<sup>4</sup>. As the Oni project gained popularity, a dedicated online community emerged in the form of [[Oni Central]] and its [http://oni.bungie.org/community/forum/index.php forum]. | ||
Line 26: | Line 30: | ||
Ultimately, the game would look quite different from most of what was seen in the trailers. Characters were altered in appearance, and levels were redesigned and re-textured. The [[pre-beta content|Pre-Beta Content]] article provides many before-after comparisons. | Ultimately, the game would look quite different from most of what was seen in the trailers. Characters were altered in appearance, and levels were redesigned and re-textured. The [[pre-beta content|Pre-Beta Content]] article provides many before-after comparisons. | ||
Due to the delays in Oni's development, Bungie suspended the advertising of the game for a time, so as not to spend the budget before the game was even released. In the meantime, Bungie East's project, code-named Blam!, came to be known as Halo and slowly drew attention away from the oft-delayed Oni. | |||
=Release= | As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take Two, who were in the process of taking over the Oni [[wikipedia:Intellectual_property|IP]] as Bungie prepared to join Microsoft. Promotional artwork was produced by [[Lorraine|Lorraine Reyes McLees]] and a 4-volume [[Dark_Horse_comics|comic]] was produced under T2's supervision and published by Dark Horse. | ||
==Release== | |||
After a few months of beta testing, Oni was released much later than originally expected -- on January 26, 2001 in Europe, and January 28th in the U.S. The PS2 version, ported by Rockstar, came out on January 29th in the U.S., and March 9th in Europe. Oni was translated into other languages, including Russian (by [http://www.buka.com/ Buka]), German (see the section on "beta 5" in [[Mac betas]]), and Japanese | After a few months of beta testing, Oni was released much later than originally expected -- on January 26, 2001 in Europe, and January 28th in the U.S. The PS2 version, ported by Rockstar, came out on January 29th in the U.S., and March 9th in Europe. Oni was translated into other languages, including Russian (by [http://www.buka.com/ Buka]), German (see the section on "beta 5" in [[Mac betas]]), and Japanese | ||
<!--insert other languages here! We really ought to know what languages the game was translated into! --Iritscen-->. These localizations were critical to building Oni's fan base, which today is largely based outside of nominally English-speaking countries. | <!--insert other languages here! We really ought to know what languages the game was translated into! --Iritscen-->. These localizations were critical to building Oni's fan base, which today is largely based outside of nominally English-speaking countries. | ||
Line 40: | Line 46: | ||
Oni also uses a custom graphics engine optimized for handling levels with lots of open space, and the levels were designed by actual architects, giving them a much more realistic feel than many game worlds. The actual texturing in the game is minimalist, a style chosen to try to match the look of [[wikipedia:anime|animé]]. | Oni also uses a custom graphics engine optimized for handling levels with lots of open space, and the levels were designed by actual architects, giving them a much more realistic feel than many game worlds. The actual texturing in the game is minimalist, a style chosen to try to match the look of [[wikipedia:anime|animé]]. | ||
=Reception= | ==Reception== | ||
The overall consensus of the critical reviews was that the game was good, but not great; Oni has a [http://www.metacritic.com/games/platforms/pc/oni?q=Oni metascore] of 73/100 from critics, but a 9.5/10 from the website's voters. See the [[Reviews]] article for a list of links to reviews. | The overall consensus of the critical reviews was that the game was good, but not great; Oni has a [http://www.metacritic.com/games/platforms/pc/oni?q=Oni metascore] of 73/100 from critics, but a 9.5/10 from the website's voters. See the [[Reviews]] article for a list of links to reviews. | ||
Line 47: | Line 53: | ||
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. | 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 | Some of the previously announced features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On the Oni Central Forum, Design Lead [[Credits|Hardy LeBel]] blamed this on Oni's original AI programmer, 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 hidden AI abilities have been found in Oni's engine, either disabled, slightly buggy, or not utilized by the game's mission scripts. | ||
Some of the game's content was cut as well. This included at least one entire [[BGI|level]], and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. In fact, gaps in the numbering of the [[GameDataFolder|game files]] indicate that at least five chapters were cut before release, although, besides the one level that is known to have been cut from the story, the other missing levels may have simply been test environments, or content that was consolidated into the remaining levels. | Some of the game's content was cut as well. This included at least one entire [[BGI|level]], and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. In fact, gaps in the numbering of the [[GameDataFolder|game files]] indicate that at least five chapters were cut before release, although, besides the one level that is known to have been cut from the story, the other missing levels may have simply been test environments, or content that was consolidated into the remaining levels. | ||
Finally, | Finally, Bungie did not hold to their usual practice of releasing modding tools for their games, stating that professional and costly programs were used to produce Oni's levels. Early statements about probably releasing the file formats were not followed through on. This factor, coupled with the lack of multiplayer, meant that Oni's full potential was not obvious. It was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own. For information on the ways in which the engine has been patched by fans, and disabled code reactivated, see [[History of Oni modding#Engine patching|A History of Oni Modding]] and the list of [[AE:EXE|Windows Oni]] and [[AE:OMNI|Mac OS X Oni]] patches. | ||
=Post-release= | ==Post-release== | ||
''Oni and the makers of Oni went their separate ways. First we look at the company post-release, then we come back to the game.''<br> | ''Oni and the makers of Oni went their separate ways. First we look at the company post-release, then we come back to the game.''<br> | ||
'''Bungie'''<br> | '''Bungie'''<br> | ||
When Bungie was bought by Microsoft in 2000 | When Bungie was going to be bought by Microsoft in 2000, there was one big catch: Seropian and Jones did not fully own their company; they had already sold 19.9% of it to Take Two previously. In order to reclaim that stake and be able to sell 100% of Bungie to Microsoft, Bungie traded [[Myth]]'s and Oni's IP and publishing rights to Take Two in exchange for getting their stock back. | ||
The acquisition of Bungie by Microsoft also coincided with the dissolution of Bungie West as Bungie moved their | At first, Take-Two intended to make both an Oni 2 (for PS2) and an Oni prequel (for [[wikipedia:Wireless_Application_Protocol|WAP]]-enabled cell phones), but the games were canceled at an early stage of development, possibly because Oni itself did not meet T2's expected sales quotas. | ||
The acquisition of Bungie by Microsoft also coincided with the dissolution of Bungie West as Bungie moved their employees to Redmond, Washington. Some Oni developers stayed with Bungie and went on to work on the Halo series, while others ended up at independent game studios, such as [http://www.giantbite.com/ Giant Bite] (co-founded by Chu & Evans) and [http://www.tyrantstudios.com/ Tyrant Studios] (founded by LeBel). | |||
In October of 2007, Bungie separated from Microsoft and moved from Redmond to the nearby city of Kirkland. | In October of 2007, Bungie separated from Microsoft and moved from Redmond to the nearby city of Kirkland. | ||
'''Oni'''<br> | '''Oni'''<br> | ||
While Bungie merged into Microsoft, and Take Two was assuming command of the Oni IP, Mac users were in a delicate position: transitioning to Mac OS X. Having been in development years before OS X released, the original build of the Oni application was a Carbon app, meaning it was written primarily for Mac OS 9 with only basic OS X compatibility. Unfortunately the Carbon build was not without issues when running in OS X. Then, at the end of 2001, Omni Group [http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html released] a Cocoa (native OS X) | While Bungie merged into Microsoft, and Take Two was assuming command of the Oni IP, Mac users were in a delicate position: transitioning to Mac OS X. Having been in development years before OS X released, the original build of the Oni application was a Carbon app, meaning it was written primarily for Mac OS 9 with only basic OS X compatibility. Unfortunately the Carbon build was not without issues when running in OS X. | ||
Then, at the end of 2001, [http://www.omnigroup.com Omni Group] [http://www.omnigroup.com/mailman/archive/omni-press/2001/000008.html released] a Cocoa (native OS X) build of the game which they had produced for free. However, Apple would later switch to Intel processors, moving away from the PowerPC chip that Oni was written for. This and other elements of the OS and hardware have changed over the years, making the Omni port unable to run on modern Macs without more and more fan-devised patches. Recently, Feral (the Mac version's distributor outside of the U.S.) has expressed an intention to put out an Intel-native build of Oni, possibly in 2009. | |||
Meanwhile, on the Windows side, Oni has also shown its age, but it continues to run in the latest OS | Meanwhile, on the Windows side, Oni has also shown its age, but it continues to run in the latest version of the OS, provided the player uses the [[Daodan DLL|Daodan patch]]. | ||
Finally, since Oni's release, the fan community has been working on [[:Category:Modding projects|mods]] and writing [[:Category:Gameplay tools|gameplay]] and [[:Category:Modding tools|modding tools]] for the game. | Finally, since Oni's release, the fan community has been working on [[:Category:Modding projects|mods]] and writing [[:Category:Gameplay tools|gameplay]] and [[:Category:Modding tools|modding tools]] for the game. | ||
=The future of the property= | ==The future of the property== | ||
Take-Two has | Take-Two has sold off some dormant franchises to outside developers, although there is no evidence that Oni is one of them. With the recent "separation" of Bungie and Microsoft (MS still having much leverage as a publisher), there has been fervent speculation about Bungie returning to their older franchises (since, after all, Bungie could buy back an IP from Take-Two if they desired). In an [http://nikon.bungie.org/misc/trans/4players_hr_sk_interview.html interview], Bungie's CEO, Harold Ryan, was asked specifically about Oni: | ||
:;4Players | :;4Players |