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punchier one-word section titles; added Neon Genesis as a reference per Hardy, with citation; added citation for release date; actually saying what Oni is in the lede!
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(punchier one-word section titles; added Neon Genesis as a reference per Hardy, with citation; added citation for release date; actually saying what Oni is in the lede!)
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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 [[wp:Bungie|Bungie]], and released on January 29, 2001 for Windows, Macintosh, and PlayStation 2.
'''Oni''' is an action video game developed by [[Bungie West]], a satellite studio of [[wp:Bungie|Bungie]], and released on January 29, 2001<ref>[http://oni.bungie.org/newsarchives/2001/jan01.html Bungie.org, News for January 2001].</ref> for Windows, Macintosh, and PlayStation 2.
{{TOClimit}}


==Beginnings==
==Inspiration==
[[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 ''[[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 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 according to the [http://marathon.bungie.org/story/newjan-feb01.html Marathon Story Page].</ref> The characters of [[Konoko]] and [[Griffin|Commander Griffin]], members of the Technology Crimes Task Force, are analogues to [[wp:Motoko Kusanagi|Motoko Kusanagi]] and [[wp:Daisuke Aramaki|Chief Aramaki]] of Section 9 in ''Ghost in the Shell''. Early development presented Konoko as a [[wp:Cyborg|cyborg]], furthering her resemblance to Motoko.
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 ''[[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 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 according to the [http://marathon.bungie.org/story/newjan-feb01.html Marathon Story Page].</ref> The characters of [[Konoko]] and [[Griffin|Commander Griffin]], members of the Technology Crimes Task Force, are analogues to [[wp:Motoko Kusanagi|Motoko Kusanagi]] and [[wp:Daisuke Aramaki|Chief Aramaki]] of Section 9 in ''Ghost in the Shell''. Early development presented Konoko as a [[wp:Cyborg|cyborg]], furthering her resemblance to Motoko.


An additional influence came through Oni's concept artist Alex Okita, who was a big fan of ''[[Bubblegum Crisis]]'', calling it and ''Ghost in the Shell'' "the two main influences at the time."<ref>[https://web.archive.org/web/20170705124855/http://www.glixel.com/interviews/oni-bungies-classic-inspired-by-ghost-in-the-shell-w474297 Glixel, "Flashback: 'Oni', Bungie's Cult Classic Inspired by 'Ghost in the Shell'"].</ref> He particularly cited Kenichi Sonoda, character designer of ''Bubblegum Crisis'', as an influence on [[:Category:Art by Alex Okita|his work]].<ref>[http://web.archive.org/web/20010118230100/http://www.onicore.com/interviews/alexokita.html OniCore, Interview with Alex Okita].</ref> Later, Lorraine also showed her familiarity with Sonoda's work with [[:Image:Konoko_Variants.jpg|a sketch]] that resembles her [[:Image:Konoko Kneeling Pre-Beta.png|finalized design]] for Konoko. 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 nature of the heroine and instead introduces original concepts such as the [[Daodan Chrysalis]] and [[SLD]]s.
An additional influence came through Oni's concept artist Alex Okita, who was a big fan of ''[[Bubblegum Crisis]]'', calling it and ''Ghost in the Shell'' "the two main influences at the time."<ref>[https://web.archive.org/web/20170705124855/http://www.glixel.com/interviews/oni-bungies-classic-inspired-by-ghost-in-the-shell-w474297 Glixel, "Flashback: 'Oni', Bungie's Cult Classic Inspired by 'Ghost in the Shell'"].</ref> He particularly cited Kenichi Sonoda, character designer of ''Bubblegum Crisis'', as an influence on [[:Category:Art by Alex Okita|his work]].<ref>[http://web.archive.org/web/20010118230100/http://www.onicore.com/interviews/alexokita.html OniCore, Interview with Alex Okita].</ref> Later, Lorraine also showed her familiarity with Sonoda's work with [[:Image:Konoko_Variants.jpg|a sketch]] that resembles her [[:Image:Konoko Kneeling Pre-Beta.png|finalized design]] for Konoko. 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/ Inside Mac Games, Interview: Oni's Hardy LeBel].</ref> He cited ''[[Neon Genesis Evangelion]]'' as a personal influence when doing so.<ref>[http://www.bradcook.net/games/articles/2001/02/oni/ Apple.com (archived), Conquering Demons: Bungie on Oni] (original [https://web.archive.org/web/20010428211217/http://www.apple.com/games/articles/2001/02/oni/ here]).</ref> The final version of Oni abandons the cyborg nature of the 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]].


==Initial hype==
==Hype==
[[Image:1998 trailer logo.jpg|250px|link=https://www.youtube.com/watch?v=IxJ8vp3vTW0|thumb|Click the image to watch the unofficial trailer that Bungie West released in 1998.]]
[[Image:1998 trailer logo.jpg|250px|link=https://www.youtube.com/watch?v=IxJ8vp3vTW0|thumb|Click the image to watch the unofficial trailer that Bungie West released in 1998.]]
[[Image:1999 trailer opening.jpg|250px|link=https://www.youtube.com/watch?v=YLZ2hJZvrmo|thumb|Click the image to watch the official trailer from 1999.]]
[[Image:1999 trailer opening.jpg|250px|link=https://www.youtube.com/watch?v=YLZ2hJZvrmo|thumb|Click the image to watch the official trailer from 1999.]]
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''Further reading:'' [[Trailers]], [[History of the Oni community]], [http://oni.bungie.org/special/ Oni Central interview with Bungie West], [http://web.archive.org/web/20001206162500/http://www.insidemacgames.com/features/00/dunn/ IMG interview with Dave Dunn], [http://web.archive.org/web/19990824063223/http://avault.com/previews/preview_temp.asp?game=oni&page=1 Adrenaline Vault interview with Doug Zartman].
''Further reading:'' [[Trailers]], [[History of the Oni community]], [http://oni.bungie.org/special/ Oni Central interview with Bungie West], [http://web.archive.org/web/20001206162500/http://www.insidemacgames.com/features/00/dunn/ IMG interview with Dave Dunn], [http://web.archive.org/web/19990824063223/http://avault.com/previews/preview_temp.asp?game=oni&page=1 Adrenaline Vault interview with Doug Zartman].


==Development troubles==
==Troubles==
Oni was originally expected to be released in the fourth quarter of 1999,<ref name=advert>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4570 OCF post by Matt Soell, "Re: Matt- could you address this?"].</ref> 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.<ref>Discussions on [[OCF]] of: a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=2533 fall 1999] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1129 summer 2000] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4084 fall 2000] release date, and finally a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4699 spring 2001] release date. These "release dates" were generally rumors, ephemeral dates used by online stores for pre-orders, or vague estimates by Bungie PR, not official statements. Nevertheless, it was clear that Oni was taking longer than planned to finish, which was a cause of some concern among Bungie fans.</ref> Much of the uncertainty over Oni's status came from Bungie's well-known reluctance to announce or adhere to fixed release dates.
Oni was originally expected to be released in the fourth quarter of 1999,<ref name=advert>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4570 OCF post by Matt Soell, "Re: Matt- could you address this?"].</ref> 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.<ref>Discussions on [[OCF]] of: a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=2533 fall 1999] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1129 summer 2000] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4084 fall 2000] release date, and finally a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4699 spring 2001] release date. These "release dates" were generally rumors, ephemeral dates used by online stores for pre-orders, or vague estimates by Bungie PR, not official statements. Nevertheless, it was clear that Oni was taking longer than planned to finish, which was a cause of some concern among Bungie fans.</ref> Much of the uncertainty over Oni's status came from Bungie's well-known reluctance to announce or adhere to fixed release dates.


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This caused an upset among Bungie's fan base, which mostly consisted of Mac users. They considered Microsoft to be Apple's nemesis, and now the publisher of Windows had taken the most popular game developer from the Mac world and would be incorporating them into their headquarters in Redmond, Washington. However, the effect this had on Oni's development was dire; it meant that Bungie West needed to finish their work as soon as possible in order to join the rest of Bungie in Redmond. Suddenly a hard deadline had been put in place, somewhere before the end of 2000. In order to meet this deadline, the Bungie West staff worked massive overtime for several months. According to Hardy LeBel, "It was as bad a crunch as there has ever been in the video games industry."<ref>See CryMor Gaming's documentary [https://youtu.be/jbrPu15jjPs?t=960 Demon: The Untold Story of Bungie’s Forgotten Franchise], 16 minute mark.</ref> It was only due to this final push that a playable and enjoyable game was forged out of over two years of prior work.
This caused an upset among Bungie's fan base, which mostly consisted of Mac users. They considered Microsoft to be Apple's nemesis, and now the publisher of Windows had taken the most popular game developer from the Mac world and would be incorporating them into their headquarters in Redmond, Washington. However, the effect this had on Oni's development was dire; it meant that Bungie West needed to finish their work as soon as possible in order to join the rest of Bungie in Redmond. Suddenly a hard deadline had been put in place, somewhere before the end of 2000. In order to meet this deadline, the Bungie West staff worked massive overtime for several months. According to Hardy LeBel, "It was as bad a crunch as there has ever been in the video games industry."<ref>See CryMor Gaming's documentary [https://youtu.be/jbrPu15jjPs?t=960 Demon: The Untold Story of Bungie’s Forgotten Franchise], 16 minute mark.</ref> It was only due to this final push that a playable and enjoyable game was forged out of over two years of prior work.


==Nearing release==
==Completion==
[[Image:MG_UK_cover.jpg|thumb|250px|A preview of Oni from 1999. There was seemingly much more coverage of Oni in 1999 than when it released.]]
[[Image:MG_UK_cover.jpg|thumb|250px|A preview of Oni from 1999. There was seemingly much more coverage of Oni in 1999 than when it released.]]
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 leaked beta builds of the game surfaced on the Internet.<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=6634 OCF thread, "Leakage?"]</ref><ref>[https://groups.google.com/g/alt.games.tombraider/c/vB9G_SbOrmU/m/i6D6zJQvNngJ Usenet alt.games.tombraider thread, "ok wtf!"]</ref> 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 Chapters 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 Chapters 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 leaked beta builds of the game surfaced on the Internet.<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=6634 OCF thread, "Leakage?"]</ref><ref>[https://groups.google.com/g/alt.games.tombraider/c/vB9G_SbOrmU/m/i6D6zJQvNngJ Usenet alt.games.tombraider thread, "ok wtf!"]</ref> 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 Chapters 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 Chapters 1 and 4.
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''Further reading:'' [[Pre-beta content]], [[Pre-beta features]], [[Reviews]], [[Multiplayer]].
''Further reading:'' [[Pre-beta content]], [[Pre-beta features]], [[Reviews]], [[Multiplayer]].
{{clearall}}
{{clearall}}
==Change of ownership==
==Buyout==
{{Quotebox|title=Take-Two 10-K (1999)|width=365px|quote="In November 1999, we acquired 19.9% of the outstanding capital stock of Bungie Software Products Corporation for $5 million, of which $4 million was paid and $1 million is payable in May 2000. Bungie is a leading developer of software games for the PC platform."}}
{{Quotebox|title=Take-Two 10-K (1999)|width=365px|quote="In November 1999, we acquired 19.9% of the outstanding capital stock of Bungie Software Products Corporation for $5 million, of which $4 million was paid and $1 million is payable in May 2000. Bungie is a leading developer of software games for the PC platform."}}
{{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,  
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''Further reading:'' [[Rights]].
''Further reading:'' [[Rights]].


==Additional development==
==Sequel==
[[Image:Oni 2 - Initial Attack.JPG|thumb|An uncompleted level from Oni 2.]]
[[Image:Oni 2 - Initial Attack.JPG|thumb|An uncompleted level from Oni 2.]]
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.
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{{clearall}}
{{clearall}}


==The future of the property==
==Future==
[[Image:Valentine - textless.jpg|thumb|Many players still fondly remember Oni.]]
[[Image:Valentine - textless.jpg|thumb|Many players still fondly remember Oni.]]
Take-Two has sold off some dormant franchises to outside developers, although Oni is not one of them. Upon the separation of Bungie from Microsoft in 2007, there was fervent speculation about Bungie returning to their older franchises. In an interview, Bungie's CEO at the time, Harold Ryan, was asked specifically about Oni:
Take-Two has sold off some dormant franchises to outside developers, although Oni is not one of them. Upon the separation of Bungie from Microsoft in 2007, there was fervent speculation about Bungie returning to their older franchises. In an interview, Bungie's CEO at the time, Harold Ryan, was asked specifically about Oni: