19,721
edits
m (→Visual differences: finally found a place for the Rockstar Konoko image) |
m (corrected file names for relic intro and outro) |
||
| (6 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
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 | 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 | 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== | ||
| Line 10: | Line 10: | ||
==Visual differences== | ==Visual differences== | ||
[[Image:Konoko from T2 PS2 intro.png|250px|thumb|right|The PS2-only movie where Konoko hits you in the face repeatedly, ending with a kick where | [[Image:Konoko from T2 PS2 intro.png|250px|thumb|right|The PS2-only movie where Konoko hits you in the face repeatedly, ending with a kick where her shoe plants the Rockstar logo on the screen (see her foot in [[:Image:Konoko Jump Kick.jpg|this art]]).]] | ||
[more pictures coming later] | [more pictures coming later] | ||
* The intro and outro movies are 30 fps (NTSC) or 25 fps (PAL) instead of 15 fps, and intro in particular looks better on PS2. (These movies were turned into mod packages for PC Oni called "HQ Movies (Mac)" and "HQ Intro Movie (Windows)".) | * The intro and outro movies are 30 fps (NTSC) or 25 fps (PAL) instead of 15 fps, and intro in particular looks better on PS2. (These movies were turned into mod packages for PC Oni called "HQ Movies (Mac)" and "HQ Intro Movie (Windows)".) | ||
* The intro on PC starts with the Bungie logo sequence and then plays the anime intro as part of one movie, but on PS2 there are two intro movies: the first contains | * The intro on PC starts with the Bungie logo sequence and then plays the anime intro as part of one movie, but on PS2 there are two intro movies: the first contains a ten-second [https://www.youtube.com/watch?v=itX1fGbkpbo Konoko-based presentation of the Rockstar logo] and the original PC Bungie logo sequence; this movie is unskippable. The second movie contains the original anime intro and is skippable with a button press. See "Patches" for a PCSX2 patch which disables movie playback. | ||
* Different Main Menu. | * Different Main Menu. | ||
* When loading a level, instead of a progress bar against a black background, PS2 Oni has a proper loading screen – the game cycles through three different backgrounds for these. | * When loading a level, instead of a progress bar against a black background, PS2 Oni has a proper loading screen – the game cycles through three different backgrounds for these. | ||
* 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 | * 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 subtitles are abbreviated transcriptions: | * 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): | |||
:* SNDD: "Be careful, Konoko! Some attacks are so powerful that they can stagger you even if you block them. Some super moves are so strong they can't be blocked at all!" | |||
:* SUBT: "Some powerful attacks can stagger you. Supermoves cannot be blocked." | |||
:: Training drone (00_01_89): | |||
*...and some wording has been re-distributed between SUBTs | :* SNDD: "I'll activate a training drone to walk up and down the firing range. Fire at it to disable it." | ||
** SNDDs: | :* SUBT: "Fire at the moving training drone to disable it." | ||
::: " | :: Completion (00_01_82): | ||
::: " | :* SNDD: "Your comlink stores lots of information about weapons, items, and mission objectives. It also has a help feature, and even a diary built right in." | ||
:* SUBTs: | :* SUBT: "Your comlink stores information about weapons, items and mission objectives. It also has a help feature and a diary." | ||
::: " | *...and some wording has been re-distributed between SUBTs, presumably to even out the number of words appearing onscreen. | ||
:::" | ** SNDDs 00_01_86 and 00_01_88: | ||
* 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 the | ::: "Perfect!" | ||
* The text of the PS2 credits is somewhat different; see [[Quotes/Credits# | ::: "Let's try firing at some moving targets. Walk over to the table on the right. See the weapon lying there? That's a plasma rifle. Pick it up." | ||
:* SUBTs 00_01_86 and 00_01_88: | |||
::: "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." | |||
* 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. | |||
* The text of the PS2 credits is somewhat different; see [[Quotes/Credits#PS2 outro differences|HERE]] for details. | |||
==Directories== | ==Directories== | ||
| Line 54: | Line 64: | ||
**21/ | **21/ | ||
***<nowiki>#</nowiki> (#=1-15) | ***<nowiki>#</nowiki> (#=1-15) | ||
** | **2,18 | ||
**<nowiki>#</nowiki> (#=3-17) | **<nowiki>#</nowiki> (#=3-17) | ||
| | | | ||