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613 bytes added ,  4 July 2022
more specificity on release dates – we can still consider Jan. 29 to be Oni's "birthday", but it's also more complicated than that, so I qualified it with "in the U.S."; added some new citations; added dates to all refs that can be dated
m (image should start where the lede does; fixed excess vertical space after hatnote)
(more specificity on release dates – we can still consider Jan. 29 to be Oni's "birthday", but it's also more complicated than that, so I qualified it with "in the U.S."; added some new citations; added dates to all refs that can be dated)
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{{Hatnote|See [[Credits]] for a complete list of the names behind Oni as well as links to interviews with key members of the Oni team.}}
{{Hatnote|See [[Credits]] for a complete list of the names behind Oni as well as links to interviews with key members of the Oni team.}}
[[Image:Windows_(UK)_box_art_-_front.jpg|thumb|225px]]
[[Image:Windows_(UK)_box_art_-_front.jpg|thumb|225px]]
'''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.
'''Oni''' is an action video game developed by [[Bungie West]], a satellite studio of [[wp:Bungie|Bungie]], and released in the U.S. on January 29, 2001<ref>[https://web.archive.org/web/20030417135941/http://www.godgames.com/main.php?section=news&page=press&pr=ONI_Ships Godgames.com, "Gathering of Developers Ships Oni Nationwide for the PC and Macintosh", Jan. 29, 2001]; see "Release" section for more details on the timing of releases.</ref> for Windows, Macintosh, and PlayStation 2.


==Inspiration==
==Inspiration==
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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:List of Ghost in the Shell characters#Chief 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:List of Ghost in the Shell characters#Chief 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 Reyes 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 name=conquer>[https://web.archive.org/web/20041209033107/http://www.apple.com/games/articles/2001/02/oni/ Apple.com, Conquering Demons: Bungie on Oni].</ref><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4618 OCF post by Hardy LeBel, "Re: The Analytical reasons behind Oni's influences"].</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'", Mar. 30, 2017].</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 Reyes 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 name=conquer>[https://web.archive.org/web/20041209033107/http://www.apple.com/games/articles/2001/02/oni/ Apple.com, "Conquering Demons: Bungie on Oni", Feb. 2001].</ref><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4618 OCF post by Hardy LeBel, "Re: The Analytical reasons behind Oni's influences", Sep. 2, 2000].</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]].
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After E3 1999, Oni received the Game Critics Award for "Best Action/Adventure Game".<ref>[[wp:Game_Critics_Awards#Best_Action/Adventure_Game|Wikipedia, "Game Critics Awards"]].</ref> This award is based on the games exhibited at the year's E3, which are usually still in development and expected to release soon.
After E3 1999, Oni received the Game Critics Award for "Best Action/Adventure Game".<ref>[[wp:Game_Critics_Awards#Best_Action/Adventure_Game|Wikipedia, "Game Critics Awards"]].</ref> This award is based on the games exhibited at the year's E3, which are usually still in development and expected to release soon.


After an initial onslaught of advertising which saw Konoko appear on many gaming magazine covers, Oni's development stalled (as discussed below), and Bungie suspended the advertising of the game so as not to expend their budget before Oni was even released.<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> At the same time, Bungie's HQ in Chicago had their own game under development; previously known only by its code name "Blam!", in 1999 it came to be known as "Halo" and slowly drew attention away from the oft-delayed Oni as images and trailers for it began to appear.
After an initial onslaught of advertising which saw Konoko appear on many gaming magazine covers, Oni's development stalled (as discussed below), and Bungie suspended the advertising of the game so as not to expend their budget before Oni was even released.<ref name=advert>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=4570 OCF post by Matt Soell, "Re: Matt- could you address this?", Aug. 29, 2000].</ref> At the same time, Bungie's HQ in Chicago had their own game under development; previously known only by its code name "Blam!", in 1999 it came to be known as "Halo" and slowly drew attention away from the oft-delayed Oni as images and trailers for it began to appear.


''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].
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In June of 2000, it was announced that Bungie had been acquired by Microsoft. 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 company behind the upcoming Xbox console had taken the most popular game developer from the Mac world and would be incorporating them into their offices in Seattle, Washington. 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 Seattle.
In June of 2000, it was announced that Bungie had been acquired by Microsoft. 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 company behind the upcoming Xbox console had taken the most popular game developer from the Mac world and would be incorporating them into their offices in Seattle, Washington. 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 Seattle.


In order to ship the game by year-end, the Bungie West staff worked massive overtime for several months straight. During this "crunch" period, the unexpected departure of the graphics programmer led to his replacement and a minor overhaul of the graphics code.<!-- Congratulations, you found a secret reference! For a citation on the graphics programmer leaving, see this auction of a copy of Oni by Stefan Sinclair: https://archive.is/njEe3. Stefan tells the story in the Description section. We know that he replaced the previous programmer by August because that's when Stefan started posting questions online about OpenGL ^_^ Anyway, it's a bit awkward to link to a page like this as an official citation so I am hiding it here for now. -Iritscen --> Technical and/or gameplay issues required all 14 levels to have their geometry significantly altered over the course of 7 months.<ref name=conquer /> According to Hardy LeBel, "It was as bad a crunch as there has ever been in the video games industry."<ref>See the documentary [https://youtu.be/jbrPu15jjPs?t=960 Bungie's Forgotten Franchise - Oni], 16 minute mark.</ref> It is only due to this final push that a playable and enjoyable game was forged out of over two years of prior work.
In order to ship the game by year-end, the Bungie West staff worked massive overtime for several months straight. During this "crunch" period, the unexpected departure of the graphics programmer led to his replacement and a minor overhaul of the graphics code.<ref>[https://archive.is/njEe3#:~:text=Fun%20fact eBay, "Bungie Oni for Macintosh - Autographed", May 17, 2021]. Stefan tells the story in the Description section.<!--By the way, we know that he replaced the previous programmer by August because that's when Stefan started asking questions on a 3D graphics forum about OpenGL ^_^ --></ref> Technical and/or gameplay issues required all 14 levels to have their geometry significantly altered over the course of 7 months.<ref name=conquer /> According to Hardy LeBel, "It was as bad a crunch as there has ever been in the video games industry."<ref>[https://youtu.be/jbrPu15jjPs?t=960 mrixrt, "Bungie's Forgotten Franchise - Oni"], 16 minute mark.</ref> It is only due to this final push that a playable and enjoyable game was forged out of over two years of prior work.


==Completion==
==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> As Bungie West reached the end of development, Oni's publisher, Take-Two Interactive, granted them an extra month to polish the game, even though it would mean missing the holiday season.<!--No official citation for this because it's in the private full interview video with Hardy, but see 33:48 in that video.--> This final period of asset development apparently spanned October 2000, during which time the training level was added.<ref>See [http://carnage.bungie.org/oniforum/oni.forum.pl?read=5646 OCF thread, "Re: is the "new' movie really the old trailer"]. A candidate for GM produced on Oct. 30, 2000 already contained the training level. The timestamp on the retail game data is Nov. 3, 2000, so clearly all assets were done by that point.</ref>
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?", Aug. 28, 2000].</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?", Nov. 27, 2000].</ref><ref>[https://groups.google.com/g/alt.games.tombraider/c/vB9G_SbOrmU/m/i6D6zJQvNngJ Usenet alt.games.tombraider thread, "ok wtf!", Nov. 5, 2000].</ref> As Bungie West reached the end of development, Oni's publisher, Take-Two Interactive, granted them an extra month to polish the game, even though it would mean missing the holiday season.<!--No official citation for this because it's in the private full interview video with Hardy, but see 33:48 in that video.--> This final period of asset development apparently spanned October 2000, during which time the training level was added.<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=5646 OCF thread, "Re: is the "new' movie really the old trailer", Oct. 30, 2000]. Also, a [[wikt:gold master|GM]] candidate produced on Oct. 30, 2000 already contained the training level. The timestamp on the Windows retail game data is Nov. 3, 2000, so all assets were done by that point.</ref>


Development of the Windows version was finished in November 2000<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.<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.
Development of the Windows version was finished in November 2000<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.<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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==Release==
==Release==
Oni was finally released, much later than originally expected, at the end of January 2001<ref>[http://oni.bungie.org/newsarchives/2001/jan01.html Oni Central News Archive, Jan. 2001].</ref> (spring 2001 in Europe). Oni was translated into other languages, including Russian, German, French, Italian, Spanish, Chinese and Japanese.<ref>[http://oni.bungie.org/forum/viewtopic.php?id=2102 OCF thread, "What language is your copy of Oni in?"]. These localizations generally included re-dubbing the game's dialogue in that language, except for the Chinese localization which only translated the in-game text. Unofficial distributions of the game were made in additional languages such as [[Slovak game manual|Slovak]] by only translating the manual and not changing any of the data on the game disc.</ref> These localizations were critical to building Oni's fan base, which today is largely based outside of primarily-English-speaking countries.
Oni was finally released, much later than originally expected; the earliest releases were made at the end of January 2001.<ref>[http://oni.bungie.org/newsarchives/2001/jan01.html Oni Central News Archive, Jan. 2001].</ref> Oni was translated into other languages, including Russian, German, French, Italian, Spanish, Chinese and Japanese.<ref>[http://oni.bungie.org/forum/viewtopic.php?id=2102 OCF thread, "What language is your copy of Oni in?", Sep. 2011].</ref> The Mac and PS2 European-language releases were delayed until March 2001. The Japanese releases for Windows/Mac didn't come out until the fall of 2001. Oni's localizations generally included re-dubbed dialogue, except for the Chinese localization which only translated the in-game text. Unofficial distributions of the game were made in additional languages such as [[Slovak game manual|Slovak]] by only translating the manual and not changing any of the data on the game disc. The localizations were critical to building Oni's fan base, much of which is outside of primarily-English-speaking countries.


Oni's storyline is fairly straightforward, although it has been called "understated". Because the story takes place over about a week and a half in the game's timeline, there is little room to develop the characters or setting, although large amounts of additional information are to be found in consoles scattered throughout the levels.
Oni's storyline is fairly straightforward, although it has been called "understated". Because the story takes place over about a week and a half in the game's timeline, there is little room to develop the characters or setting, although large amounts of additional information are to be found in consoles scattered throughout the levels.
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Upon Oni's release, many felt cheated because the game did not deliver on all of its promises (a not-uncommon issue in game development). The most notable shortcoming was the absence of LAN multiplayer, which had been featured in playable demos at expo booths in 1999 and 2000.
Upon Oni's release, many felt cheated because the game did not deliver on all of its promises (a not-uncommon issue in game development). The most notable shortcoming was the absence of LAN multiplayer, which had been featured in playable demos at expo booths in 1999 and 2000.


Some previously-hyped features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On the Oni Central Forum, Design Lead 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."<ref name=HL-cuts>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19661 OCF post by Hardy LeBel, "Re: More questions... (mainly for chef...)"].</ref> 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 previously-hyped features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On the Oni Central Forum, Design Lead 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."<ref name=HL-cuts>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19661 OCF post by Hardy LeBel, "Re: More questions... (mainly for chef...)", Jul. 7, 2002].</ref> 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 an entire planned level ([[BGI|BGI HQ]]) and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. Gaps in the numbering of the [[GameDataFolder|game files]] led fans to believe that at least five chapters were cut before release, but this was mainly due to content that was moved around or consolidated into other levels.<ref name=HL-cuts />
Some of the game's content was cut as well. This included an entire planned level ([[BGI|BGI HQ]]) and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. Gaps in the numbering of the [[GameDataFolder|game files]] led fans to believe that at least five chapters were cut before release, but this was mainly due to content that was moved around or consolidated into other levels.<ref name=HL-cuts />


Finally, Bungie did not hold to their usual practice of releasing level-building tools for their games, since a professional and costly CAD program was used to produce Oni's levels.<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=2321 OCF post by Matt Soell, "Re: general questions...."].</ref> As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about releasing the file formats were probably also impossible to follow through on once ownership had transferred to Take-Two. Thus, it was left to the fans to create modding tools after investigating the inner workings of the game on their own.
Finally, Bungie did not hold to their usual practice of releasing level-building tools for their games, since professional and costly software was used to produce Oni's levels.<ref>[http://oni.bungie.org/special/part2/chrish.html Bungie.org, "Interview with Chris Hughes"].</ref><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=2321 OCF post by Matt Soell, "Re: general questions....", Mar. 9, 2000].</ref> As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about releasing the file formats were probably also impossible to follow through on once ownership had transferred to Take-Two. Thus, it was left to the fans to create modding tools after investigating the inner workings of the game on their own.


''Further reading:'' [[Pre-beta content]], [[Pre-beta features]], [[Reviews]], [[Multiplayer]].
''Further reading:'' [[Pre-beta content]], [[Pre-beta features]], [[Reviews]], [[Multiplayer]].
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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 below talks about an ''initial shipment'' of Myth II numbering 200,000 units.</ref> (though Bungie also began releasing games for Windows starting with Marathon 2). Bungie 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.
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 below talks about an ''initial shipment'' of Myth II numbering 200,000 units.</ref> (though Bungie also began releasing games for Windows starting with Marathon 2). Bungie 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 $800,000 to correct.<ref>[https://chicagoreader.com/news-politics/monsters-in-a-box/ Chicago Reader, "Monsters in a Box"].</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>[https://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 $800,000 to correct.<ref>[https://chicagoreader.com/news-politics/monsters-in-a-box/ Chicago Reader, "Monsters in a Box", Mar. 23, 2000].</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>[https://www.sec.gov/Archives/edgar/data/946581/0000891554-00-000145.txt SEC 10-K filing for Take-Two Interactive, Oct. 31, 1999].</ref> Take-Two also began work on a port of Oni for the upcoming PlayStation 2 console.


This deal didn't seem to change business much for Bungie, especially since Take-Two was having the PS2 port performed by another studio. But considerably more shocking news was revealed on June 19, 2000, when Bungie announced its acquisition by Microsoft.<ref>[https://www.ign.com/articles/2000/06/20/microsoft-buys-bungie-take-two-buys-oni-ps2-situation-unchanged IGN, "Microsoft Buys Bungie, Take Two Buys Oni, PS2 Situation Unchanged"].</ref> It turned out that Bungie's monetary woes had not been solved by Take-Two's influx of cash, and so MacSoft founder Peter Tamte had been hired by Bungie to find a buyer for the company. Take-Two acquired (among other things) all rights to the Oni and Myth IPs in exchange for its stake in Bungie and its publishing rights for Halo. Take-Two valued the Oni IP at $2.8 million, and the Myth IP at $1.5 million.<ref>[https://www.sec.gov/Archives/edgar/data/946581/000112528202003845/b320556.htm SEC 10-K filing for Take-Two Interactive, 10/31/02].</ref><ref>The sale of Bungie to Microsoft has an interesting historical footnote: according to Ed Fries, who was VP of game publishing at Microsoft, Steve Jobs angrily called MS CEO Steve Ballmer immediately after the Bungie acquisition was announced; sources within Bungie have stated that Apple themselves had been close to offering to buy Bungie at the time. In order to appease Apple (a business partner of Microsoft) over the loss of a major Mac game developer, a new company was formed to port Windows games to the Mac, named Destineer, and headed up by none other than Peter Tamte of Bungie. Destineer would go on to publish a port of Halo for the Mac in 2003. ([http://web.archive.org/web/20210116004457/https://www.mcvuk.com/business-news/publishing/steve-jobs-raged-at-microsoft-over-game-studio-sale/], [http://web.archive.org/web/20201001195523/https://www.mcvuk.com/development-news/ex-bungie-dev-apple-got-close-to-buying-us/], [https://web.archive.org/web/20181019075755/http://www.insidemacgames.com/features/view.php?ID=173])</ref>
This deal didn't seem to change business much for Bungie, especially since Take-Two was having the PS2 port performed by another studio. But considerably more shocking news was revealed on June 19, 2000, when Bungie announced its acquisition by Microsoft.<ref>[https://www.ign.com/articles/2000/06/20/microsoft-buys-bungie-take-two-buys-oni-ps2-situation-unchanged IGN, "Microsoft Buys Bungie, Take Two Buys Oni, PS2 Situation Unchanged", Jun. 19, 2000].</ref> It turned out that Bungie's monetary woes had not been solved by Take-Two's influx of cash, and so MacSoft founder Peter Tamte had been hired by Bungie to find a buyer for the company. Take-Two acquired (among other things) all rights to the Oni and Myth IPs in exchange for its stake in Bungie and its publishing rights for Halo. Take-Two valued the Oni IP at $2.8 million, and the Myth IP at $1.5 million.<ref>[https://www.sec.gov/Archives/edgar/data/946581/000112528202003845/b320556.htm SEC 10-K filing for Take-Two Interactive, Oct. 31, 2002].</ref><ref>The sale of Bungie to Microsoft has an interesting historical footnote: according to Ed Fries, who was VP of game publishing at Microsoft, Steve Jobs angrily called MS CEO Steve Ballmer immediately after the Bungie acquisition was announced; sources within Bungie have stated that Apple themselves had been close to offering to buy Bungie at the time. In order to appease Apple (a business partner of Microsoft) over the loss of a major Mac game developer, a new company was formed to port Windows games to the Mac, named Destineer, and headed up by none other than Peter Tamte of Bungie. Destineer would go on to publish a port of Halo for the Mac in 2003. ([http://web.archive.org/web/20210116004457/https://www.mcvuk.com/business-news/publishing/steve-jobs-raged-at-microsoft-over-game-studio-sale/], [http://web.archive.org/web/20201001195523/https://www.mcvuk.com/development-news/ex-bungie-dev-apple-got-close-to-buying-us/], [https://web.archive.org/web/20181019075755/http://www.insidemacgames.com/features/view.php?ID=173])</ref>


The acquisition of Bungie by Microsoft also meant the dissolution of Bungie West as Bungie moved their employees to Seattle, Washington. Some Oni developers stayed with Bungie and went on to contribute to the Halo series, such as LeBel, while others moved on to different game studios.
The acquisition of Bungie by Microsoft also meant the dissolution of Bungie West as Bungie moved their employees to Seattle, Washington. Some Oni developers stayed with Bungie and went on to contribute to the Halo series, such as LeBel, while others moved on to different game studios.
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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 [[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, Apr. 1, 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 and renamed Rockstar San Diego.
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", Feb. 6, 2001].</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, Apr. 1, 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 and renamed Rockstar San Diego.


''Further reading:'' [[Oni (PlayStation 2)]], [[Oni 2 (Angel Studios)]].
''Further reading:'' [[Oni (PlayStation 2)]], [[Oni 2 (Angel Studios)]].
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::Since we're on the subject of strong franchises: is there perhaps a chance to bring back Oni?<!--"Strong franchises"... I guess that's some kind of joke? :-\ -Iritscen-->
::Since we're on the subject of strong franchises: is there perhaps a chance to bring back Oni?<!--"Strong franchises"... I guess that's some kind of joke? :-\ -Iritscen-->
:;Harold Ryan
:;Harold Ryan
::(laughs) Oni isn't currently one of those projects we're looking at, but one should never say never.<br> We'd be happy to work with the individuals who made Oni.<ref>[http://nikon.bungie.org/misc/trans/4players_hr_sk_interview.html 4players.de interviews Shane Kim and Harold Ryan (translated)].</ref>
::(laughs) Oni isn't currently one of those projects we're looking at, but one should never say never.<br> We'd be happy to work with the individuals who made Oni.<ref>[http://nikon.bungie.org/misc/trans/4players_hr_sk_interview.html 4players.de interviews Shane Kim and Harold Ryan, Oct. 5, 2007] (translated from [https://www.4players.de/4players.php/dispbericht/Allgemein/Special/1846/5870/0/Microsoft.html original]).</ref>


One thing is certain: the current Bungie staff has little in common with the group that produced Oni (there are only two Oni developers still working at Bungie – Chris Butcher and Lorraine Reyes McLees – as of December 2021). 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 two Oni developers still working at Bungie – Chris Butcher and Lorraine Reyes McLees – as of December 2021). There is probably little sentimental or monetary incentive for Bungie to buy back the IP and produce a sequel.