Trailers: Difference between revisions

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(→‎1999: since the analysis of the trailer happened on both Pre-beta pages, linking to the other one here and removing the "Later" notice)
(-finish, let's call it done; divhiding that massive 1998 trailer post, and since the divhide box needed a title, I credited the famous Bungie fan who wrote it; added para. about trailer's immediate takedown)
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{{finish}}
==1998==
==1998==
At the time this trailer was made, Oni had only been in development for a year. There was probably no actual gameplay footage that the team felt was decent enough, so this CG trailer was produced by the two main artists for the game, Alex Okita and Chris Hughes, as well as Steve Abeyta. Abeyta revealed in an {{OCF}} thread that "[i]t was my first try at animating since I was hired on as an environment artist." His skills would improve amazingly by the time Oni was released.
At the time this trailer was made, Oni had only been in development for a year. There was probably no actual gameplay footage that the team felt was decent enough, so this CG trailer was produced by the two main artists for the game, Alex Okita and Chris Hughes, as well as Steve Abeyta. Abeyta revealed in an {{OCF}} thread that "[i]t was my first try at animating since I was hired on as an environment artist." His skills would improve amazingly by the time Oni was released.
The trailer, however, did not fare as well. Alex Seropian was rather displeased that the Bungie West team had taken it upon themselves, as a satellite studio, to advertise the game with their own self-released trailer before any in-engine footage was available or the feature set was locked down, and asked game journalists to cease hosting it. It was quickly taken down from many parts of the early Web.


Notable elements:
Notable elements:
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===Frame-by-frame breakdown===
===Frame-by-frame breakdown===
*This is transcribed from [http://marathon.bungie.org/story/newmay-june98.html here]. Since so little was known at the time about Oni, and Oni itself was yet to be revamped, this is more interesting for historical purposes than it is informative.
*This is copied from [http://marathon.bungie.org/story/newmay-june98.html here]. Since so little was known at the time about Oni, and Oni itself was yet to be revamped, this is more interesting for historical purposes than it is informative.
*I deliberately didn't edit the text. [[Konoko]] being called Kokono and Koko... datz kewt :)
*I deliberately didn't edit the text. [[Konoko]] being called Kokono and Koko... datz kewt :)
*Notes from me are in '''''bold italics''''' [[User:Geyser|geyser]]
*Notes from me are in '''''bold italics''''' [[User:Geyser|geyser]]
*I'd love it if people made the snapshots the guy is talking about... or I'll have to do that myself at some point :(
*I'd love it if people made the snapshots the guy is talking about... or I'll have to do that myself at some point :(
----
 
{{Divhide|Post by Forrest Cameranesi, June 19, 1998}}
Interesting things, as I flip through that Oni trailer frame-by-frame:  
Interesting things, as I flip through that Oni trailer frame-by-frame:  


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THE END
THE END
{{Divhide|end}}


==1999==
==1999==

Revision as of 02:19, 16 August 2020

1998

At the time this trailer was made, Oni had only been in development for a year. There was probably no actual gameplay footage that the team felt was decent enough, so this CG trailer was produced by the two main artists for the game, Alex Okita and Chris Hughes, as well as Steve Abeyta. Abeyta revealed in an Oni Central Forum thread that "[i]t was my first try at animating since I was hired on as an environment artist." His skills would improve amazingly by the time Oni was released.

The trailer, however, did not fare as well. Alex Seropian was rather displeased that the Bungie West team had taken it upon themselves, as a satellite studio, to advertise the game with their own self-released trailer before any in-engine footage was available or the feature set was locked down, and asked game journalists to cease hosting it. It was quickly taken down from many parts of the early Web.

Notable elements:

  • This was a trailer for the pre-Hardy Oni; as documented here, the story originally had Konoko as a cyborg before LeBel was brought in as Story & Design Lead.
  • As seen around 45 seconds in, Konoko still had what now resemble SLD markings under her eyes (they had the unfortunate effect of making her eyes look huge when shown too quickly).
  • Many complex melee moves are utilized by Konoko that were never implemented into the game, although at least one such move actually was used: the Lariat (at 0:58).
  • Various pre-Lorraine concept art can be seen flashing across the screen.
  • An older "Oni" logo was being used at this time, as seen at 0:10.

Resources

OniTrailer1998big.jpg
Versions
180x120 (MOV, 11.5 MB, streams with QT)
176x118 (AVI, 4.5 MB, DivX compressed)
320x214 (AVI, 7 MB, DivX compressed)

For the first one, the first seconds are corrupt.

The last two have the corrupt frames fixed, but the image quality is maybe not as sharp due to resizing and compression.

Soundtrack
Known as "Trailer" or "Oni Trailer"
Available on the promotional CD

Frame-by-frame breakdown

  • This is copied from here. Since so little was known at the time about Oni, and Oni itself was yet to be revamped, this is more interesting for historical purposes than it is informative.
  • I deliberately didn't edit the text. Konoko being called Kokono and Koko... datz kewt :)
  • Notes from me are in bold italics geyser
  • I'd love it if people made the snapshots the guy is talking about... or I'll have to do that myself at some point :(

1999

ONI.jpg

Resources

Also known as "June 1999 trailer" and "May 19, 1999 trailer". Maybe just call it "E3 1999"? (at least it was the E3 season...)

  • The trailer is available HERE (MOV, 256x144, 17.9 MB)
  • For those who can afford it, HERE is a larger version (MOV, 320x180, 46.8 MB)
  • The soundtrack, known as "Konoko Chase" is available on the promotional CD
  • "High-quality" YouTube version HERE

Features

This content and functionality was not found in the final product which shipped in 2001.