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applied Ref template to some links; removed "at least" before the cost of the Myth II uninstaller because the article unequivocally states $800,000
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{{Hatnote|For other articles under the name "Oni", see [[Oni (disambiguation)]].}}
{{Hatnote|For other articles under the name "Oni", see [[Oni (disambiguation)]].}}
'''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<!--
'''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 name="GOD release">[https://web.archive.org/web/20010617133132/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]. This is referring to the U.S. release; see {{SectionLink||Release}} for info on other releases.</ref><!--
-->{{ref|name="GOD release"|[https://web.archive.org/web/20010617133132/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]. This is referring to the U.S. release; see {{SectionLink||Release}} for info on other releases.}}<!--
--><ref>[https://www.gamespot.com/articles/oni-receives-final-approval/1100-2676645/ GameSpot, "Oni Receives Final Approval", unknown date].</ref><!--
-->{{ref|[https://www.gamespot.com/articles/oni-receives-final-approval/1100-2676645/ GameSpot, "Oni Receives Final Approval", unknown date].}}<!--
--> for Windows, Macintosh, and PlayStation 2. See [[Credits]] for a complete list of the names behind Oni as well as links to interviews with key members of the Oni team.
--> for Windows, Macintosh, and PlayStation 2. See [[Credits]] for a complete list of the names behind Oni as well as links to interviews with key members of the Oni team.
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[[Image:Early Konoko 1 color.jpg|thumb|250px|Early concept art by [[Alex Okita]]. Under Konoko's eyes are what we would now call "SLD markings", indicating her cyborg nature at the start of the game's development.]]
[[Image:Early Konoko 1 color.jpg|thumb|250px|Early concept art by [[Alex Okita]]. Under Konoko's eyes are what we would now call "SLD markings", indicating her cyborg nature at the start of the game's development.]]
Work on Oni began in 1997 when Bungie decided to found a second studio, Bungie West, with the initial employees being Brent Pease and Michael Evans. The concept for Bungie West's first project was devised by Pease, whose primary influence was the animé film ''[[Ghost in the Shell]]''.<!--
Work on Oni began in 1997 when Bungie decided to found a second studio, Bungie West, with the initial employees being Brent Pease and Michael Evans. The concept for Bungie West's first project was devised by Pease, whose primary influence was the animé film ''[[Ghost in the Shell]]''.<!--
--><ref>[http://web.archive.org/web/20010302193919/http://www.insidemacgames.com/previews/99/oni/oni2.shtml Inside Mac Games, "Sneak Preview: Oni", 1999].</ref><!--
-->{{ref|[http://web.archive.org/web/20010302193919/http://www.insidemacgames.com/previews/99/oni/oni2.shtml Inside Mac Games, "Sneak Preview: Oni", 1999].}}<!--
--> It took one year of conversation with Alex Seropian before the project was greenlit.<!--
--> It took one year of conversation with Alex Seropian before the project was greenlit.<!--
--><ref name="OBO Brent interview">[http://oni.bungie.org/special/part1/brent.html Bungie.org, "Interview with Brent Pease", 1999].</ref><!--
-->{{ref|name="OBO Brent interview"|[http://oni.bungie.org/special/part1/brent.html Bungie.org, "Interview with Brent Pease", 1999].}}<!--
--> Pease and Evans had been programmers at Apple working on game-related technology, so their first step was to begin programming Oni's engine while gradually hiring employees to produce concept art and game content. "Oni" was meant to be a development code name that referenced the game's inspiration – Pease considered ''oni'''s meaning to be "ghost".<ref name="OBO Brent interview"/><!--
--> Pease and Evans had been programmers at Apple working on game-related technology, so their first step was to begin programming Oni's engine while gradually hiring employees to produce concept art and game content. "Oni" was meant to be a development code name that referenced the game's inspiration – Pease considered ''oni'''s meaning to be "ghost".{{ref|name="OBO Brent interview"}}<!--
--><ref group=note><cite class="note">However Hardy LeBel, the writer of the story, indicated [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 written the final story with that in mind. The final story incorporates many elements of the mythical oni, as explored in {{SectionLink|Oni (myth)|Connections to the game}}.</cite></ref><!--
--><ref group=note><cite class="note">However Hardy LeBel, the writer of the story, indicated [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 written the final story with that in mind. The final story incorporates many elements of the mythical oni, as explored in {{SectionLink|Oni (myth)|Connections to the game}}.</cite></ref><!--
--><ref group=note><cite class="note">At one time during development, the name "Mnemonic Shadow" was considered according to the [https://marathon.bungie.org/story/newjan-feb01.html Marathon Story Page].</cite></ref><!--
--><ref group=note><cite class="note">At one time during development, the name "Mnemonic Shadow" was considered according to the [https://marathon.bungie.org/story/newjan-feb01.html Marathon Story Page].</cite></ref><!--
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--> (though Bungie also began porting their games to 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.
--> (though Bungie also began porting their games to 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/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 slip further and further, 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 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.
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 $800,000 to correct.<ref>[https://chicagoreader.com/news/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 slip further and further, 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 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 another studio was performing the PlayStation 2 port. But considerably more shocking news was revealed on June 19, 2000, when Bungie announced its acquisition by Microsoft.<!--
This deal didn't seem to change business much for Bungie, especially since another studio was performing the PlayStation 2 port. But considerably more shocking news was revealed on June 19, 2000, when Bungie announced its acquisition by Microsoft.<!--