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Oni (PlayStation 2): Difference between revisions

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corrected file names for relic intro and outro
(→‎Visual differences: worded subtitle remark better, added another example difference)
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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 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.
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 originally been intended 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 from within PCSX2 instead of having to buy a cheat device for your PS2, so this is the best way to run the game.
Today, Oni runs well in the emulator [https://pcsx2.net/ PCSX2]. When using this emulator, load times are 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==
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* The splashscreens for each level use the same images as on PC, but the title overlay has a different style.
* The splashscreens for each level use the same images as on PC, but the title overlay has a different style.
* The text used for subtitles is larger. Character names in the fly-in portraits are also redone to be much larger.
* The text used for subtitles is larger. Character names in the fly-in portraits are also redone to be much larger.
* There is less texture variety due to limited memory. Various environmental objects, such as the crates at the very start of Chapter 1, are uniform instead of having differently colored variants.
* Apparently there is less variety in enemies as well, but this is yet to be documented in detail. See [https://www.reddit.com/r/oni/comments/lpgrx3/i_was_the_art_director_for_ps2_port/ this Reddit thread] for a firsthand account of the nature of these cuts.
* Lighting is handled differently; there seems to be a higher gamma to the graphical output.
* Lighting is handled differently; there seems to be a higher gamma to the graphical output.
* Karen in Training is using the dark-haired female cop model, probably a result of Rockstar's efforts to conserve resources due to limited memory.
* Karen in Training is using the dark-haired female cop model.
* Some of Shinatama's un-subtitled instructions in the PC version of Training are subtitled on PS2, but not all. Some of these PS2-only subtitles are abbreviated transcriptions, as seen when we compare SNDD and SUBT:
* Some of Shinatama's un-subtitled instructions in the PC version of Training are subtitled on PS2, but not all. Some of these PS2-only subtitles are abbreviated transcriptions, as seen when we compare SNDD and SUBT:
:: Staggering moves (00_01_76):
:: Staggering moves (00_01_76):
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::: "Perfect! Let's try firing on some moving targets."
::: "Perfect! Let's try firing on some moving targets."
::: "Walk over to the table on the right. See the weapon lying there? That's a plasma rifle. Pick it up."
::: "Walk over to the table on the right. See the weapon lying there? That's a plasma rifle. Pick it up."
* In Chapter 1, the "-OMM- TTC 1.1" crate with the <code>thedayismine</code> code has had its message covered over with a metal plate, presumably a tongue-in-cheek way of saying that Dev Mode will not be available to the player.
==Credits differences==
* Instead of using "Trailer" and "Farewell" for the credits, the PS2 credits have completely different music. This is probably because [https://www.youtube.com/watch?v=Od1ReWIxduo the PC credits sequence] is 171 seconds long (that is, the textual credits, not counting the animated outro), but [https://www.youtube.com/watch?v=Yhqg_MF6dM8 the NTSC version] of the PS2 credits is 156 seconds and [https://www.youtube.com/watch?v=YX0OGl2-WLA the PAL version] is 204 seconds. (The differing frame rate of PAL's 25 fps vs. NTSC's 30 fps 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 credit sequences of differing length, a new backing track with a house beat was composed by Rockstar Canada staff. The NTSC version's music fades out arbitrarily as the credits end, whereas the track behind the longer PAL version continues on an extended (and eyebrow-raising) riff on female pain sounds from the game and ends with an actual coda.
* Instead of using "Trailer" and "Farewell" for the credits, the PS2 credits have completely different music. This is probably because [https://www.youtube.com/watch?v=Od1ReWIxduo the PC credits sequence] is 171 seconds long (that is, the textual credits, not counting the animated outro), but [https://www.youtube.com/watch?v=Yhqg_MF6dM8 the NTSC version] of the PS2 credits is 156 seconds and [https://www.youtube.com/watch?v=YX0OGl2-WLA the PAL version] is 204 seconds. (The differing frame rate of PAL's 25 fps vs. NTSC's 30 fps 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 credit sequences of differing length, a new backing track with a house beat was composed by Rockstar Canada staff. The NTSC version's music fades out arbitrarily as the credits end, whereas the track behind the longer PAL version continues on an extended (and eyebrow-raising) riff on female pain sounds from the game and ends with an actual coda.
* The text of the PS2 credits is somewhat different; see [[Quotes/Credits#PS2 outro differences|HERE]] for details.
* The text of the PS2 credits is somewhat different; see [[Quotes/Credits#PS2 outro differences|HERE]] for details.
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