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[[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,<!--
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 Oni Central Forum, "New news groups?", Aug. 28, 2000].</ref><!--
-->{{ref|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}4556 Oni Central Forum, "New news groups?", Aug. 28, 2000].}}<!--
--> during which leaked beta builds of the game surfaced on the Internet.<ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=6634 Oni Central Forum, "Leakage?", Nov. 27, 2000].</ref><!--
--> during which leaked beta builds of the game surfaced on the Internet.<!--
--><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><!--
-->{{ref|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}6634 Oni Central Forum, "Leakage?", Nov. 27, 2000].}}<!--
-->{{ref|[https://groups.google.com/g/alt.games.tombraider/c/vB9G_SbOrmU/m/i6D6zJQvNngJ Usenet alt.games.tombraider thread, "ok wtf!", Nov. 5, 2000].}}<!--
--> 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.<!--
--> 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 Oni Central Forum, "Re: is the "new' movie really the old trailer", Oct. 30, 2000]. Also, a gold master 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>
-->{{ref|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}5646 Oni Central Forum, "Re: is the "new' movie really the old trailer", Oct. 30, 2000]. Also, a gold master 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.}}


The Windows version was [[wikt:gold master|gold mastered]] in November 2000 after fixing some final bugs in the engine,<!--
The Windows version was [[wikt:gold master|gold mastered]] in November 2000 after fixing some final bugs in the engine,<!--
--><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=6377 Oni Central Forum, "ONI gone GOLD", Nov. 20, 2000].</ref><!--
-->{{ref|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}6377 Oni Central Forum, "ONI gone GOLD", Nov. 20, 2000].}}<!--
--> and the Mac version was finalized in December after Mac-specific bugs were resolved.<!--
--> and the Mac version was finalized in December after Mac-specific bugs were resolved.<!--
--><ref name="Mac GM">See [http://carnage.bungie.org/oniforum/oni.forum.pl?read=7653 Oni Central Forum, "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 Oni Central Forum, "MAC DEMO!!!!!!!!!!!!!!", Dec. 22, 2000], celebrating the release of the demo. However, the official confirmation of Mac GM status didn't come [http://oni.bungie.org/newsarchives/2001/jan01.html#gold until Jan. 3, 2001].</ref><!--
-->{{ref|name="Mac GM"|See [http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}7653 Oni Central Forum, "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 Oni Central Forum, "MAC DEMO!!!!!!!!!!!!!!", Dec. 22, 2000], celebrating the release of the demo. However, the official confirmation of Mac GM status didn't come [http://oni.bungie.org/newsarchives/2001/jan01.html#gold until Jan. 3, 2001].}}<!--
--> The PlayStation 2 version did not reach gold status until January 22, 2001, one week before the release date that had been announced in November 2000, indicating additional difficulties with the port's engine code.<!--
--> The PlayStation 2 version did not reach gold status until January 22, 2001, one week before the release date that had been announced in November 2000, indicating additional difficulties with the port's engine code.<!--
--><ref>[https://web.archive.org/web/20010128150200/http://www.dailyradar.com/news/game_news_6691.html Daily Radar, "Oni Gets SCEA's Approval ", Jan. 22, 2001].</ref><!--
-->{{ref|[https://web.archive.org/web/20010128150200/http://www.dailyradar.com/news/game_news_6691.html Daily Radar, "Oni Gets SCEA's Approval ", Jan. 22, 2001].}}<!--
--> The Windows demo, released in mid-December,<!--
--> The Windows demo, released in mid-December,<!--
--><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=7479 Oni Central Forum, "ONI DEMO!", Dec. 17, 2000].</ref><!--
-->{{ref|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}7479 Oni Central Forum, "ONI DEMO!", Dec. 17, 2000].}}<!--
--> contained [[CHAPTER_01_._TRIAL_RUN|Chapter 1]] and [[CHAPTER 04 . TIGER BY THE TAIL|Chapter 4]]. A later demo was released with Chapter 1 and [[CHAPTER 02 . ENGINES OF EVIL|Chapter 2]] instead. The Mac demo, released a few days after the original Windows demo,<ref name="Mac GM" /> only ever contained Chapters 1 and 4.
--> contained [[CHAPTER_01_._TRIAL_RUN|Chapter 1]] and [[CHAPTER 04 . TIGER BY THE TAIL|Chapter 4]]. A later demo was released with Chapter 1 and [[CHAPTER 02 . ENGINES OF EVIL|Chapter 2]] instead. The Mac demo, released a few days after the original Windows demo,{{ref|name="Mac GM"}} only ever contained Chapters 1 and 4.


As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take-Two, who were in the process of taking over the Oni [[wp:Intellectual property|IP]] as Bungie prepared to join Microsoft (see {{SectionLink||Buyout}} below). Promotional artwork was produced by Lorraine McLees as well as artists commissioned by Take-Two, and a four-issue comic book was produced under Take-Two's supervision and published by Dark Horse. Take-Two's PR efforts, however, seem to have been focused mainly on the PlayStation 2 version of the game.
As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take-Two, who were in the process of taking over the Oni [[wp:Intellectual property|IP]] as Bungie prepared to join Microsoft (see {{SectionLink||Buyout}} below). Promotional artwork was produced by Lorraine McLees as well as artists commissioned by Take-Two, and a four-issue comic book was produced under Take-Two's supervision and published by Dark Horse. Take-Two's PR efforts, however, seem to have been focused mainly on the PlayStation 2 version of the game.
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==Release==
==Release==
Oni was finally released, much later than originally expected, on January 29, 2001 in the United States.<!--
Oni was finally released, much later than originally expected, on January 29, 2001 in the United States.<!--
--><ref>[http://oni.bungie.org/newsarchives/2001/jan01.html Oni Central News Archive, Jan. 2001].</ref><!--
-->{{ref|[http://oni.bungie.org/newsarchives/2001/jan01.html Oni Central News Archive, Jan. 2001].}}<!--
--> The game retailed in the U.S. for $39.95 on Macintosh and Windows and $49.95 on PlayStation 2,<!--
--> The game retailed in the U.S. for $39.95 on Macintosh and Windows and $49.95 on PlayStation 2,<!--
--><ref>See [https://web.archive.org/web/20010205103400/http://store.bungie.com/info/80 Bungie Store: Oni Bundle] for prices on Mac/Win and PS2, and [https://web.archive.org/web/20010419103127/http://www.gamestop.com/product-detail.jsp?origin=genrPSX2-Fighting&sku=280086 GameStop.com: Oni] for proof that game stores were selling Oni for the PS2 at the $50 price point. The UK price seems to have been £30 per [https://web.archive.org/web/20010417161303/http://www.pcgamer.co.uk/games/gamefile_review_page.asp?item_id=6816 this review].</ref><!--
-->{{ref|See [https://web.archive.org/web/20010205103400/http://store.bungie.com/info/80 Bungie Store: Oni Bundle] for prices on Mac/Win and PS2, and [https://web.archive.org/web/20010419103127/http://www.gamestop.com/product-detail.jsp?origin{{=}}genrPSX2-Fighting&sku{{=}}280086 GameStop.com: Oni] for proof that game stores were selling Oni for the PS2 at the $50 price point. The UK price seems to have been £30 per [https://web.archive.org/web/20010417161303/http://www.pcgamer.co.uk/games/gamefile_review_page.asp?item_id{{=}}6816 this review].}}<!--
--> and was rated "T" for Teen by the [[wp:Entertainment Software Rating Board|ESRB]].<ref name="GOD release" />
--> and was rated "T" for Teen by the [[wp:Entertainment Software Rating Board|ESRB]].{{ref|name="GOD release"}}


Oni was translated into other languages: Russian, German, French, Italian, Spanish, Chinese and Japanese.<!--
Oni was translated into other languages: Russian, German, French, Italian, Spanish, Chinese and Japanese.<!--
--><ref>[http://oni.bungie.org/forum/viewtopic.php?id=2102 Oni Central Forum, "What language is your copy of Oni in?", Sep. 2011].</ref><!--
-->{{ref|[http://oni.bungie.org/forum/viewtopic.php?id{{=}}2102 Oni Central Forum, "What language is your copy of Oni in?", Sep. 2011].}}<!--
--> These localizations included re-dubbed dialogue, except for the Chinese localization which only translated the in-game text. The localizations were critical to building Oni's fan base, much of which is outside of primarily-English-speaking countries. Additional distributions of the game in smaller markets only translated the box and manual and did not change any of the data on the game disc. The European-language releases for Mac and PlayStation 2 were delayed until March 2001. The Japanese releases for Windows and Mac didn't come out until the fall of 2001.
--> These localizations included re-dubbed dialogue, except for the Chinese localization which only translated the in-game text. The localizations were critical to building Oni's fan base, much of which is outside of primarily-English-speaking countries. Additional distributions of the game in smaller markets only translated the box and manual and did not change any of the data on the game disc. The European-language releases for Mac and PlayStation 2 were delayed until March 2001. The Japanese releases for Windows and Mac didn't come out until the fall of 2001.


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Some previously hyped features were missing, such as the AI characters being able to dodge gunfire and work together. This was attributed to the turnover in the AI engineering position after the original programmer was not able to complete all the tasks in the timeframe that she stated she would.<!--
Some previously hyped features were missing, such as the AI characters being able to dodge gunfire and work together. This was attributed to the turnover in the AI engineering position after the original programmer was not able to complete all the tasks in the timeframe that she stated she would.<!--
--><ref name="HL cuts">[http://carnage.bungie.org/oniforum/oni.forum.pl?read=19661 Oni Central Forum, "Re: More questions... (mainly for chef...)", Jul. 7, 2002].</ref><!--
-->{{ref|name="HL cuts"|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}19661 Oni Central Forum, "Re: More questions... (mainly for chef...)", Jul. 7, 2002].}}<!--
--> (However some hidden AI abilities have been found in Oni's engine, either disabled, unfinished, or not utilized by the game's mission scripts.)
--> (However some hidden AI abilities have been found in Oni's engine, either disabled, unfinished, or not utilized by the game's mission scripts.)


There was disappointment at the cutting of some planned 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 fewer levels.<ref name="HL cuts" />
There was disappointment at the cutting of some planned 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 fewer levels.{{ref|name="HL cuts"}}


''Further reading:'' [[Pre-beta content]], [[Pre-beta features]], [[Reviews]], [[Multiplayer]].
''Further reading:'' [[Pre-beta content]], [[Pre-beta features]], [[Reviews]], [[Multiplayer]].
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Oni. The Company recorded this transaction as net sales of $5,500[,000] after giving effect to the receipt of $9,000[,000] in cash and $5,800[,000] of assets (consisting of $2,800[,000] relating to Oni, $1,500[,000] relating to Myth and $1,500[,000] relating to the license to use Halo game engine technology for two original products), net of $9,300[,000] of assets sold."}}
Oni. The Company recorded this transaction as net sales of $5,500[,000] after giving effect to the receipt of $9,000[,000] in cash and $5,800[,000] of assets (consisting of $2,800[,000] relating to Oni, $1,500[,000] relating to Myth and $1,500[,000] relating to the license to use Halo game engine technology for two original products), net of $9,300[,000] of assets sold."}}
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<!--
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 group=note><cite class="note">Dean Takahashi's book "Opening the Xbox" claims on [https://web.archive.org/web/20210324173502/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 is based on a misunderstanding, because the Chicago Reader article below talks about an ''initial shipment'' of Myth II numbering 200,000 units, and also states that the first Myth game sold 300,000 copies total.<!--Alex Seropian also told me personally that Marathon sold over 1 million copies, but I have no citation for that except a screenshot taken on Discord :-) --Iritscen--></cite></ref><!--
-->{{ref|group=note|Dean Takahashi's book "Opening the Xbox" claims on [https://web.archive.org/web/20210324173502/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 is based on a misunderstanding, because the Chicago Reader article below talks about an ''initial shipment'' of Myth II numbering 200,000 units, and also states that the first Myth game sold 300,000 copies total.<!--Alex Seropian also told me personally that Marathon sold over 1 million copies, but I have no citation for that except a screenshot taken on Discord :-) --Iritscen-->}}<!--
--> (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 $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].}}<!--
--> 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].}}<!--
--> 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.<!--
--><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><!--
-->{{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].}}<!--
--> It turned out that Bungie's monetary woes had not been solved by Take-Two's influx of cash, and so Peter Tamte, Bungie's executive vice president, had been tasked with finding 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.<!--
--> It turned out that Bungie's monetary woes had not been solved by Take-Two's influx of cash, and so Peter Tamte, Bungie's executive vice president, had been tasked with finding 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|[https://www.sec.gov/Archives/edgar/data/946581/000112528202003845/b320556.htm SEC 10-K filing for Take-Two Interactive, Oct. 31, 2002].}}<!--
--><ref group=note><cite class="note">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, Microsoft helped form a new company which would publish a Mac port of Halo as well as other games. It was 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. (sources: [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], [https://www.vice.com/en/article/the-complete-untold-history-of-halo-an-oral-history/])</cite></ref>
-->{{ref|group=note|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, Microsoft helped form a new company which would publish a Mac port of Halo as well as other games. It was 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. (sources: [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], [https://www.vice.com/en/article/the-complete-untold-history-of-halo-an-oral-history/])}}


The acquisition of Bungie by Microsoft also meant the dissolution of Bungie West as Bungie moved all their employees to a single office in Redmond, Washington. Some Oni developers stayed with Bungie and went on to contribute to the Halo series, such as LeBel, while some left to join or start other game studios.
The acquisition of Bungie by Microsoft also meant the dissolution of Bungie West as Bungie moved all their employees to a single office in Redmond, Washington. Some Oni developers stayed with Bungie and went on to contribute to the Halo series, such as LeBel, while some left to join or start other game studios.
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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 (developed by Quantum Sheep) was released for [[wp:Wireless Application Protocol|WAP]]-enabled cell phones.<!--
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 (developed by Quantum Sheep) was released for [[wp:Wireless Application Protocol|WAP]]-enabled cell phones.<!--
--><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><!--
-->{{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].}}<!--
--> More significantly, it was rumored<!--
--> More significantly, it was rumored<!--
--><ref>[http://oni.bungie.org/newsarchives/2001/apr01.html Oni Central News, Apr. 1, 2001].</ref><!--
-->{{ref|[http://oni.bungie.org/newsarchives/2001/apr01.html Oni Central News, Apr. 1, 2001].}}<!--
--> that Take-Two had put Oni 2 into production at Angel Studios; however, no sequel was ever officially announced. In 2016, an actual development build of the cancelled game was leaked.<!--
--> that Take-Two had put Oni 2 into production at Angel Studios; 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><!--
-->{{ref|Documented by the game preservation YouTube channel PtoPOnline [https://www.youtube.com/watch?v{{=}}ZItobLIJJMY here].}}<!--
--> 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 the studio was acquired by Rockstar in 2002 and renamed Rockstar San Diego.
--> 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 the studio was acquired by Rockstar in 2002 and renamed Rockstar San Diego.


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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, Oct. 5, 2007] (translated from [https://web.archive.org/web/20211031100011/https://www.4players.de/4players.php/dispbericht/Allgemein/Special/1846/5870/0/Microsoft.html original]).</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://web.archive.org/web/20211031100011/https://www.4players.de/4players.php/dispbericht/Allgemein/Special/1846/5870/0/Microsoft.html original]).}}


One thing is certain: the current Bungie staff has little in common with the group that produced Oni (there is only one Oni developer still working at Bungie – Chris Butcher – as of October 2023). There is probably little sentimental or monetary incentive for the studio 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 is only one Oni developer still working at Bungie – Chris Butcher – as of October 2023). There is probably little sentimental or monetary incentive for the studio to buy back the IP and produce a sequel.


When Oni was released, 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.<!--
When Oni was released, 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 group=note><cite class="note">3D Studio MAX ($3,495) and the Character Studio plugin ($1,500) for character modeling and animation, and AutoCAD ($3,750) and Lightscape ($500) for modeling and lighting the levels, which would come to a total of $9,245. <!--
-->{{ref|group=note|3D Studio MAX ($3,495) and the Character Studio plugin ($1,500) for character modeling and animation, and AutoCAD ($3,750) and Lightscape ($500) for modeling and lighting the levels, which would come to a total of $9,245. <!--
-->(sources on tools used: [http://carnage.bungie.org/oniforum/oni.forum.pl?read=2805], [http://oni.bungie.org/special/part1/brent.html], [http://carnage.bungie.org/oniforum/oni.forum.pl?read=5996], [http://web.archive.org/web/20010302193919/http://www.insidemacgames.com/previews/99/oni/oni2.shtml], [http://web.archive.org/web/20000817001446/http://www.insidemacgames.com/features/00/dunn/p2.shtml]) <!--
-->(sources on tools used: [http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}2805], [http://oni.bungie.org/special/part1/brent.html], [http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}5996], [http://web.archive.org/web/20010302193919/http://www.insidemacgames.com/previews/99/oni/oni2.shtml], [http://web.archive.org/web/20000817001446/http://www.insidemacgames.com/features/00/dunn/p2.shtml]) <!--
-->(sources on prices of tools: [https://web.archive.org/web/20100724143804/http://area.autodesk.com/maxturns20/history], [https://web.archive.org/web/19990428235644/https://www.jerrypournelle.com/computing/january99.html], [https://archive.is/5QiXc], [https://www.shapr3d.com/history-of-cad/autodesk-and-autocad], [https://www.techmonitor.ai/technology/lightscape_upgrades_3d_graphics_visualization_tools])</ref><!--
-->(sources on prices of tools: [https://web.archive.org/web/20100724143804/http://area.autodesk.com/maxturns20/history], [https://web.archive.org/web/19990428235644/https://www.jerrypournelle.com/computing/january99.html], [https://archive.is/5QiXc], [https://www.shapr3d.com/history-of-cad/autodesk-and-autocad], [https://www.techmonitor.ai/technology/lightscape_upgrades_3d_graphics_visualization_tools])}}<!--
--> There was a plan to release information on the game's file formats to aid modders in developing their own tools, and to also release the tool that Bungie West developed for importing data from the professional software they used,<!--
--> There was a plan to release information on the game's file formats to aid modders in developing their own tools, and to also release the tool that Bungie West developed for importing data from the professional software they used,{{ref|name="OBO Brent interview"}}<!--
--><ref name="OBO Brent interview"/><!--
--> but by the time of Oni's release, ownership had transferred to Take-Two, so Bungie no longer held the rights to the code and tools.<!--
--> but by the time of Oni's release, ownership had transferred to Take-Two, so Bungie no longer held the rights to the code and tools.<!--
--><ref>[http://carnage.bungie.org/oniforum/oni.forum.pl?read=5185 Oni Central Forum, "Re: Ok Matt, you knew we'd ask...", Oct. 5, 2000].</ref><!--
-->{{ref|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}5185 Oni Central Forum, "Re: Ok Matt, you knew we'd ask...", Oct. 5, 2000].}}<!--
--> Thus, it was left to the fans to create modding tools after investigating the inner workings of the game on their own.
--> Thus, it was left to the fans to create modding tools after investigating the inner workings of the game on their own.