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Midway through Oni's development, in 1999, Take-Two Interactive purchased a stake in Bungie and became the publisher for the upcoming game. In addition to their investment, T2 stipulated that a PlayStation 2 port would | Midway through Oni's development, in 1999, Take-Two Interactive purchased a stake in Bungie and became the publisher for the upcoming game. In addition to their investment, T2 stipulated that a PlayStation 2 port would be released alongside Oni for Windows and Macintosh. That port was created by Rockstar Toronto (known at the time as Rockstar Canada), and because the game had been designed for a PC with a hard drive, changes had to be made in order to load the game more quickly from CD-ROM. Even after this work, the PS2 version has been noted for its long load times. | ||
Today, Oni runs well in the emulator [https://pcsx2.net/ PCSX2]. When using this emulator, load times are greatly reduced by placing an ISO of the game disc on your hard drive. You can also easily apply patches | Today, Oni runs well in the emulator [https://pcsx2.net/ PCSX2]. When using this emulator, load times are greatly reduced by placing an ISO of the game disc on your hard drive. You can also easily apply patches from within PCSX2 instead of having to buy a cheat device for your PS2, so this is the best way to run the game. | ||
==Gameplay differences== | ==Gameplay differences== | ||
* Cheats are entered differently. Also, they do not require the game to be beaten first, which is | * Cheats are entered differently; see [[Cheats#PlayStation_2|HERE]]. Also, they do not require the game to be beaten first, which is extremely helpful since the console controls make this version harder. | ||
* The cooldown exploit has been fixed. | * The cooldown exploit has been fixed. | ||
* The AI for the androids in Training is glitchy or overly aggressive. They might try to attack you after beating Karen, and | * The AI for the androids in Training is glitchy or overly aggressive. They might try to attack you after beating Karen, and the training bots sometimes forget the defense/offense program they're supposed to be following and wantonly attack you. It remains to be seen if this is an overall glitch with AI in the PS2 version. | ||
* In the opening cutscene for Chapter 13, Konoko fires two or three times at the glass in the ceiling instead of once. | * In the opening cutscene for Chapter 13, Konoko fires two or three times at the glass in the ceiling instead of once. (This probably means you have fewer bullets in your clip when the level starts.) | ||
==Visual differences== | ==Visual differences== | ||
[pictures coming later] | [pictures coming later] | ||
* The intro and outro movies are 30fps instead of 15fps, and intro in particular looks better on PS2. (These movies were turned into mod packages for PC Oni called "HQ Movies (Mac)" and "HQ Intro Movie (Windows)".) | * The intro and outro movies are 30fps instead of 15fps, and intro in particular looks better on PS2. (These movies were turned into mod packages for PC Oni called "HQ Movies (Mac)" and "HQ Intro Movie (Windows)".) | ||
* The intro on PC starts with the Bungie logo sequence and then plays the anime intro as part of one movie, but on PS2 there are two intro movies: the first contains | * The intro on PC starts with the Bungie logo sequence and then plays the anime intro as part of one movie, but on PS2 there are two intro movies: the first contains an added Rockstar logo sequence (with a special Konoko-based presentation) and the original PC Bungie logo sequence; this movie is unskippable (but see "Patches" for a movie-skipping patch). The second movie contains the original anime intro. | ||
* Different Main Menu. | * Different Main Menu. | ||
* When loading a level, instead of a progress bar against a black background, PS2 Oni has a proper loading screen – the game cycles through three different backgrounds for these. | * When loading a level, instead of a progress bar against a black background, PS2 Oni has a proper loading screen – the game cycles through three different backgrounds for these. | ||
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::: "00_01_86 Shinatama: Perfect! Let's try firing on some moving targets." | ::: "00_01_86 Shinatama: Perfect! Let's try firing on some moving targets." | ||
:::"00_01_88 Shinatama: Walk over to the table on the right. See the weapon lying there? That's a plasma rifle. Pick it up." | :::"00_01_88 Shinatama: Walk over to the table on the right. See the weapon lying there? That's a plasma rifle. Pick it up." | ||
* Instead of using Trailer and Farewell | * Instead of using "Trailer" and "Farewell" for the credits, the PS2 credits have completely different music. This is probably because the PC credits are 171 seconds long, but the PS2 credits are 156 seconds (NTSC) or 204 seconds (PAL). (The differing frame rate of PAL's 25fps vs. NTSC's 30fps cannot account for this 48-second time difference, and the credits themselves are identical; the PAL version simply scrolls the credits 30% slower for some reason.) To cover these credits sequences of differing length, a new backing track with a house beat was composed by Rockstar Canada staff. The shorter version fades out arbitrarily as the credits end, whereas the longer PAL track then goes on an extended (and eyebrow-raising) riff on female pain sounds from the game and then closes with an actual coda. | ||
* | * The text of the PS2 credits is somewhat different; see [[Quotes/Credits#PS2_outro_differences|HERE]] for details. | ||
==Binary differences== | ==Binary differences== |