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*[[1999#Trailer|E3 1999]] | *[[1999#Trailer|E3 1999]] | ||
Trailers and screenshots were analyzed eagerly for evidence of Oni's ground-breaking features. Ultimately, the game would look quite different in some parts from what was seen in the trailers. Characters were altered in appearance (not always for the better), and levels were redesigned and re-textured. The [[ | Trailers and screenshots were analyzed eagerly for evidence of Oni's ground-breaking features. Ultimately, the game would look quite different in some parts from what was seen in the trailers. Characters were altered in appearance (not always for the better), and levels were redesigned and re-textured. The [[pre-beta content]] overview provides many before-after comparisons. | ||
=Reception= | =Reception= | ||
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However, many felt cheated because the game did not deliver on all of its promises. In hindsight, much of this was due to the advance hype of one programmer ("She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on."). For example, it was claimed that the AI would intelligently dodge incoming fire and work together in groups. Also, a [[Iron Demon|large mech]] visible in the trailers, and keenly anticipated as a boss in the game, was nowhere to be seen. As [http://games.slashdot.org/article.pl?sid=04/10/01/1651219&tid=211 other game designers] have discovered, it is dangerous indeed to promise ground-breaking features while a game is still in development. Finally, it was clear from a perusal of the [[GameDataFolder|game files]] that there were at least five missing levels, as if the game were incomplete. | However, many felt cheated because the game did not deliver on all of its promises. In hindsight, much of this was due to the advance hype of one programmer ("She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on."). For example, it was claimed that the AI would intelligently dodge incoming fire and work together in groups. Also, a [[Iron Demon|large mech]] visible in the trailers, and keenly anticipated as a boss in the game, was nowhere to be seen. As [http://games.slashdot.org/article.pl?sid=04/10/01/1651219&tid=211 other game designers] have discovered, it is dangerous indeed to promise ground-breaking features while a game is still in development. Finally, it was clear from a perusal of the [[GameDataFolder|game files]] that there were at least five missing levels, as if the game were incomplete. | ||
Perhaps the biggest blow to the game's reception was that there was no multiplayer option. Combined with complaints about the AI, players wanted to be able to play against other humans, but this option, although developed internally at Bungie West, was not included in the release due to the constraints of Internet gameplay latency at the time. The public, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time, viewed this as another sign of the game's incompletion. (Although it isn't known why Bungie did not at least include LAN play functionality, since it was being used in their office for netgames.) | |||
The overall consensus of the [[Reviews|reviews]] was that the game was good, but not great. Many 6s and 7s (out of 10) were given to it despite its ambitious melee element and interesting world. | The overall consensus of the [[Reviews|reviews]] was that the game was good, but not great. Many 6s and 7s (out of 10) were given to it despite its ambitious melee element and interesting world. |