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:''See [[Credits]] for a complete list of the names behind Oni as well as links to interviews with key members of the Oni team.'' | :''See [[Credits]] for a complete list of the names behind Oni as well as links to interviews with key members of the Oni team.'' | ||
'''Oni''' was developed by [[Bungie West]], a satellite studio of [ | '''Oni''' was developed by [[Bungie West]], a satellite studio of [[wp:Bungie|Bungie]], and released on January 29, 2001 for Windows, Macintosh, and PlayStation 2. | ||
{{TOClimit}} | {{TOClimit}} | ||
==Beginnings== | ==Beginnings== | ||
[[Image:Early_Konoko_1.jpg|thumb|250px|Concept art by [[Alex Okita]], before [[Lorraine Reyes]] was brought on-board to finalize Konoko's design. Under her eyes are what we would now call "SLD markings", indicating her cyborg nature during early production.]] | [[Image:Early_Konoko_1.jpg|thumb|250px|Concept art by [[Alex Okita]], before [[Lorraine Reyes]] was brought on-board to finalize Konoko's design. Under her eyes are what we would now call "SLD markings", indicating her cyborg nature during early production.]] | ||
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 and Michael Evans, whose primary influence was the animé film [[ | 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 and Michael Evans, whose primary influence was the animé film [[wp:Ghost in the Shell (film)|''Ghost in the Shell'']].<ref>Pease discusses his role as Oni's creator and GitS' influence on the game [http://oni.bungie.org/special/part1/brent.html here].</ref> Pease and Evans had been working at Apple on game-related technology, and so their first step was to begin work on the engine, gradually hiring employees to produce concept art and author content for the game. The name "Oni" was originally intended only as a code name during development; Pease intended it to be a reference to their inspiration, believing its meaning to be "Ghost".<ref>The meaning of "oni" is usually given by those familiar with Japanese myths as either "demon" or "ogre". Pease explains the origin of the code name [http://oni.bungie.org/special/part1/brent.html here], and seems to still think the word means "ghost"; however, Hardy, his eventual replacement, indicates [http://carnage.bungie.org/oniforum/oni.forum.pl?read=19851 here] and [http://carnage.bungie.org/oniforum/oni.forum.pl?read=18292 here] that he understood "oni" to mean "demon" and had re-written the story with that in mind.</ref><ref>At one time during development, the name "Mnemonic Shadow" was considered. (http://marathon.bungie.org/story/newjan-feb01.html)</ref> | ||
The designs for [[Konoko]] and Commander [[Griffin]] can be seen to resemble the characters of [[ | The designs for [[Konoko]] and Commander [[Griffin]] can be seen to resemble the characters of [[wp:Motoko Kusanagi|Motoko Kusanagi]] and [[wp:Daisuke Aramaki|Daisuke Aramaki]]. Early development even presented Konoko as a [[wp:cyborg|cyborg]], which, together with the tech-crime-fighting setting, resembled the world of ''Ghost in the Shell''. In August of 1999, Hardy LeBel was brought in as Design Lead, and revamped the story.<ref>[http://web.archive.org/web/20010727151534/www.insidemacgames.com/features/00/lebel/ IMG interview with Hardy LeBel].</ref> The final version of Oni abandons the cyborg heroine and instead introduces original concepts such as the [[Daodan Chrysalis]] and [[SLD]]s. | ||
''Further reading:'' [[Oni/Early Story|Early Story]], [[Oni/Positioning|Positioning Statement]]. | ''Further reading:'' [[Oni/Early Story|Early Story]], [[Oni/Positioning|Positioning Statement]]. | ||
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Oni went through a short period of beta testing, starting just before September 2000,<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4556 OCF thread, "New news groups?"].</ref> during which a leaked beta build of the game surfaced on the Internet. Development of the Windows version was finished in November<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=6377 OCF thread, "ONI gone GOLD", Nov. 20, 2000].</ref> and the Mac version in December of 2000.<ref name=MacGM>See [http://carnage.bungie.org/oniforum/oni.forum.pl?read=7653 OCF thread, "Re: It's coming... soon", Dec. 18, 2000], which showed that the Mac demo would not be ready until the Mac version of the game reached Gold Master status, and [http://carnage.bungie.org/oniforum/oni.forum.pl?read=8412 OCF thread, "MAC DEMO!!!!!!!!!!!!!!", Dec. 22, 2000], celebrating the release of the demo.</ref> The Windows demo, released in mid-December,<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=7479 OCF thread, "ONI DEMO!", Dec. 17, 2000].</ref> contained Chapters [[CHAPTER_01_._TRIAL_RUN|1]] and [[CHAPTER 04 . TIGER BY THE TAIL|4]]. A later demo was released with levels 1 and [[CHAPTER 02 . ENGINES OF EVIL|2]] instead. The Mac demo, released a few days after the original Windows demo,<ref name=MacGM /> only ever contained levels 1 and 4. | Oni went through a short period of beta testing, starting just before September 2000,<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4556 OCF thread, "New news groups?"].</ref> during which a leaked beta build of the game surfaced on the Internet. Development of the Windows version was finished in November<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=6377 OCF thread, "ONI gone GOLD", Nov. 20, 2000].</ref> and the Mac version in December of 2000.<ref name=MacGM>See [http://carnage.bungie.org/oniforum/oni.forum.pl?read=7653 OCF thread, "Re: It's coming... soon", Dec. 18, 2000], which showed that the Mac demo would not be ready until the Mac version of the game reached Gold Master status, and [http://carnage.bungie.org/oniforum/oni.forum.pl?read=8412 OCF thread, "MAC DEMO!!!!!!!!!!!!!!", Dec. 22, 2000], celebrating the release of the demo.</ref> The Windows demo, released in mid-December,<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=7479 OCF thread, "ONI DEMO!", Dec. 17, 2000].</ref> contained Chapters [[CHAPTER_01_._TRIAL_RUN|1]] and [[CHAPTER 04 . TIGER BY THE TAIL|4]]. A later demo was released with levels 1 and [[CHAPTER 02 . ENGINES OF EVIL|2]] instead. The Mac demo, released a few days after the original Windows demo,<ref name=MacGM /> only ever contained levels 1 and 4. | ||
As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take-Two, who were in the process of taking over the Oni [[ | As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take-Two, who were in the process of taking over the Oni [[wp:Intellectual_property|IP]] as Bungie prepared to join Microsoft (see "Change of ownership" section below). Promotional artwork was produced by Lorraine Reyes as well as artists commissioned by Take-Two, and a four-issue comic book was produced under Take-Two's supervision and published by Dark Horse. Take-Two's PR efforts, however, seem to have been focused mainly on the PS2 version of the game. | ||
''Further reading:'' [[Mac betas|Leaked beta]], [[Dark_Horse_comics|Dark Horse's ''Oni'' comic]], [[:Category:Promotional art|Promotional art]]. | ''Further reading:'' [[Mac betas|Leaked beta]], [[Dark_Horse_comics|Dark Horse's ''Oni'' comic]], [[:Category:Promotional art|Promotional art]]. | ||
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{{Quotebox|title=Take-Two 10-K (2000)|width=365px|quote="In June 2000, the Company sold its 19.9% equity interest in Bungie Software (“Bungie”) to Microsoft Corporation for approximately $5,000[,000] in cash. The Company did not realize any gain or loss on this transaction. Separately, the Company sold its exclusive Halo publishing and distribution rights to Bungie for $4,000[,000] in cash, a royalty free license to Bungie’s Halo technology in connection with the development of two original products and all right, title and interest to the Myth franchise and the PC and PlayStation(R) 2 game, | {{Quotebox|title=Take-Two 10-K (2000)|width=365px|quote="In June 2000, the Company sold its 19.9% equity interest in Bungie Software (“Bungie”) to Microsoft Corporation for approximately $5,000[,000] in cash. The Company did not realize any gain or loss on this transaction. Separately, the Company sold its exclusive Halo publishing and distribution rights to Bungie for $4,000[,000] in cash, a royalty free license to Bungie’s Halo technology in connection with the development of two original products and all right, title and interest to the Myth franchise and the PC and PlayStation(R) 2 game, | ||
Oni. The Company recorded this transaction as net sales of $5,500[,000] after giving effect to the receipt of $9,000[,000] in cash and $5,800[,000] of assets (consisting of $2,800[,000] relating to Oni, $1,500[,000] relating to Myth and $1,500[,000] relating to the license to use Halo game engine technology for two original products), net of $9,300[,000] of assets sold."}} | Oni. The Company recorded this transaction as net sales of $5,500[,000] after giving effect to the receipt of $9,000[,000] in cash and $5,800[,000] of assets (consisting of $2,800[,000] relating to Oni, $1,500[,000] relating to Myth and $1,500[,000] relating to the license to use Halo game engine technology for two original products), net of $9,300[,000] of assets sold."}} | ||
Bungie had seemed to enjoy great success as an independent publisher ever since they released [[ | Bungie had seemed to enjoy great success as an independent publisher ever since they released [[wp:Pathways into Darkness|Pathways into Darkness]] in 1993. However, Bungie was initially a Macintosh developer, and even their domination of the Mac's small game industry meant limited success in real financial terms<ref>Dean Takahashi's book "Opening the Xbox" claims on [https://books.google.com/books?ei=A1mlT672KIG29QSbz-HyDQ&id=sJi2AAAAIAAJ&dq=Opening+the+xbox&focus=searchwithinvolume&q=Bungie page 238] that a Bungie game never sold more than 200,000 units, but that number may be based on a misunderstanding, because the Chicago Reader article [http://www.chicagoreader.com/chicago/monsters-in-a-box/Content?oid=901762 "Monsters in a Box"] talks about an ''initial shipment'' of Myth II numbering 200,000 units.</ref> (but eventually, Bungie began releasing games for Windows too, starting with Marathon 2). Bungie also took advantage of their indie status to avoid the strict deadlines which are normally enforced by video game publishers, refusing to release their games until they were totally satisfied with them. | ||
It is believed that Bungie began suffering from a shortage of cash around 1998 when the [[Myth]] II uninstaller bug was discovered and cost them at least $1 million to correct.<ref>See Bungie's 20th Anniversary documentary, ''[http://www.youtube.com/watch?v=OtG6--4r_qk O Brave New World]'', 6 minute mark.</ref> This might have been difficult to absorb for a studio not accustomed to a disciplined release schedule. The next game to release after Myth II was to be Oni in 1999, but as Oni's release date began to slide more and more, it became clear that Bungie had underestimated the time required to finish the game by more than usual. In the meantime, Bungie was bankrolling two studios instead of one. Thus, the decision was made to partner with Take-Two Interactive; on August 13, 1999, it was announced that Take-Two would acquire 19.9% of Bungie in exchange for the publishing rights to Oni and the upcoming Halo.<ref>[http://www.sec.gov/Archives/edgar/data/946581/0000891554-00-000145.txt SEC 10-K filing for Take-Two Interactive, 10/31/99].</ref> Take-Two also began work on a port of Oni for the upcoming PlayStation 2 console. | It is believed that Bungie began suffering from a shortage of cash around 1998 when the [[Myth]] II uninstaller bug was discovered and cost them at least $1 million to correct.<ref>See Bungie's 20th Anniversary documentary, ''[http://www.youtube.com/watch?v=OtG6--4r_qk O Brave New World]'', 6 minute mark.</ref> This might have been difficult to absorb for a studio not accustomed to a disciplined release schedule. The next game to release after Myth II was to be Oni in 1999, but as Oni's release date began to slide more and more, it became clear that Bungie had underestimated the time required to finish the game by more than usual. In the meantime, Bungie was bankrolling two studios instead of one. Thus, the decision was made to partner with Take-Two Interactive; on August 13, 1999, it was announced that Take-Two would acquire 19.9% of Bungie in exchange for the publishing rights to Oni and the upcoming Halo.<ref>[http://www.sec.gov/Archives/edgar/data/946581/0000891554-00-000145.txt SEC 10-K filing for Take-Two Interactive, 10/31/99].</ref> Take-Two also began work on a port of Oni for the upcoming PlayStation 2 console. | ||
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Clearly Take-Two expected big things from Oni (see their valuation of Oni above, as well as their promotional efforts under the "Hype" section). They had assigned Rockstar Canada (now known as Rockstar Toronto) to start work on a PlayStation 2 port of Oni in 1999, and it was released alongside the Windows and Mac versions of Oni; however, the port has been considered to be an inferior version of the game due to technical limitations and control issues. | Clearly Take-Two expected big things from Oni (see their valuation of Oni above, as well as their promotional efforts under the "Hype" section). They had assigned Rockstar Canada (now known as Rockstar Toronto) to start work on a PlayStation 2 port of Oni in 1999, and it was released alongside the Windows and Mac versions of Oni; however, the port has been considered to be an inferior version of the game due to technical limitations and control issues. | ||
At first, Take-Two seemed intent on investing in Oni as a franchise. Shortly after Oni's release, a simple game billed as an Oni prequel<ref>[http://web.archive.org/web/20020221045402/http://www.fgnonline.com/pc/news/17352.html Fastest Game News Online, "Oni Prequel Announced"].</ref> (developed by Quantum Sheep) was released for [[ | At first, Take-Two seemed intent on investing in Oni as a franchise. Shortly after Oni's release, a simple game billed as an Oni prequel<ref>[http://web.archive.org/web/20020221045402/http://www.fgnonline.com/pc/news/17352.html Fastest Game News Online, "Oni Prequel Announced"].</ref> (developed by Quantum Sheep) was released for [[wp:Wireless_Application_Protocol|WAP]]-enabled cell phones. More significantly, it was rumored<ref>[http://oni.bungie.org/newsarchives/2001/apr01.html Oni Central News Archives, Apr. 2001].</ref> that Take-Two had put Oni 2 into production; however, no sequel was ever officially announced. In 2016, an actual development build of the cancelled game was leaked.<ref>Documented by the game preservation YouTube channel PtoPOnline [https://www.youtube.com/watch?v=ZItobLIJJMY here].</ref> Interviews with former employees of Angel Studios revealed that the game had been in development for about two years without a clear direction, and the troubled project was finally cancelled when Angel Studios was acquired by Rockstar in 2002. | ||
''Further reading:'' [[Oni (PlayStation 2)]], [[Oni 2 (Angel Studios)]]. | ''Further reading:'' [[Oni (PlayStation 2)]], [[Oni 2 (Angel Studios)]]. | ||
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One thing is certain: the current Bungie staff has little in common with the group that produced Oni (there are only three Oni developers still working at Bungie – Chris Butcher, Dave Dunn, and Lorraine Reyes McLees – as of February 2019). There is probably little sentimental or monetary incentive for Bungie to buy back the IP and produce a sequel. | One thing is certain: the current Bungie staff has little in common with the group that produced Oni (there are only three Oni developers still working at Bungie – Chris Butcher, Dave Dunn, and Lorraine Reyes McLees – as of February 2019). There is probably little sentimental or monetary incentive for Bungie to buy back the IP and produce a sequel. | ||
Since Oni's release, the fan community has been working on [[ | Since Oni's release, the fan community has been working on [[wp:Mod_(video_gaming)|mods]] and writing gameplay and modding tools for the game. Gradually, the modding abilities of the community have extended to encompass nearly every aspect of the game. The game applications for Windows and macOS are also maintained and improved through patches. Various fan projects have taken on the subject of an "Oni 2" storyline. | ||
''Further reading:'' [[History of Oni modding]], [[Anniversary Edition]], [[:Category:Gameplay tools|Gameplay tools]], [[:Category:Modding_tools|Modding tools]], [[Oni 2|Oni 2 (fan works)]]. | ''Further reading:'' [[History of Oni modding]], [[Anniversary Edition]], [[:Category:Gameplay tools|Gameplay tools]], [[:Category:Modding_tools|Modding tools]], [[Oni 2|Oni 2 (fan works)]]. |