Oni 2 (Angel Studios): Difference between revisions
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'''Oni 2 | [[Image:Oni 2 - Title screen.jpg|right|300px]] | ||
[[Image:Oni 2 - Unused Select Level menu.jpg|right|300px]] | |||
'''Oni 2''' was a sequel to [[Oni]] which was in development from 2001-2002 before being cancelled. The game was being developed by Angel Studios for the PlayStation 2 under publisher Take-Two Interactive. Development stopped when Angel Studios was acquired by Rockstar and renamed [[wp:Rockstar San Diego|Rockstar San Diego]]. An ISO of a development build of the game (presumably one of the last builds) leaked in 2016 and was promptly documented by the game preservation YouTube channel PtoPOnline [https://www.youtube.com/watch?v=ZItobLIJJMY here]. The name of the game seen on the main menu, '''Oni 2: Death & Taxes''', was likely a working title or a light-hearted placeholder; the game data internally uses the name '''Oni 2: Rebirth''', and this title can also be seen in an unused menu screen (right). | |||
:''Subpages:'' | |||
::[[/Running|Running]]: Instructions on how to run the game | |||
::[[/Levels|Levels]]: Information on and footage of each level in the game | |||
:''Also see:'' | |||
::[[:Category:Oni 2 (AS) game images]]: All game images on the wiki | |||
::[[OBD:Oni2AS]]: Technical documentation on the game | |||
==Development== | ==Development== | ||
Shortly after Oni was released, it was [http://oni.bungie.org/newsarchives/2001/apr01.html rumored] that Take-Two had put Oni 2 into production; however, no sequel was ever officially announced. In 2007, the rumor of a cancelled sequel was bolstered by [http://www.lostlevels.org/wordpress/2007/11/07/such-things-that-never-was/ a leak] which asserted that Oni 2 had been under development by Angel Studios for the PS2. In 2016, the full story finally came out when an actual development build of the cancelled game was leaked, documented by PtoPOnline, and covered by [ | [[Image:Oni 2 - Konoko profile.jpg|right|220px]] | ||
[[Image:Oni 2 - Konoko three-quarters away combat.jpg|right|220px]] | |||
Shortly after Oni was released, it was [http://oni.bungie.org/newsarchives/2001/apr01.html rumored] that Take-Two had put Oni 2 into production; however, no sequel was ever officially announced. In 2007, the rumor of a cancelled sequel was bolstered by [http://www.lostlevels.org/wordpress/2007/11/07/such-things-that-never-was/ a leak] which asserted that Oni 2 had been under development by Angel Studios for the PS2. In 2016, the full story finally came out when an actual development build of the cancelled game was leaked, documented by PtoPOnline, and covered by [https://kotaku.com/bungie-s-cult-classic-oni-almost-had-a-sequel-1789693658 Kotaku]. | |||
At this time, interviews with former developers revealed that the game had started development at the beginning of 2001 or even late 2000, which might mean that its development overlapped with Oni's. Since the development build is dated Dec. 10, 2002, that means that the game was in development for as long as two years. After all that time, it was apparently not even close to completion. The project suffered from a lack of clear direction, and when Angel was acquired by Rockstar and renamed as Rockstar San Diego in 2002, Oni 2 was cancelled in favor of other projects. | At this time, interviews with former developers revealed that the game had started development at the beginning of 2001 or even late 2000, which might mean that its development overlapped with Oni's. Since the development build is dated Dec. 10, 2002, that means that the game was in development for as long as two years. After all that time, it was apparently not even close to completion. The project suffered from a lack of clear direction, and when Angel was acquired by Rockstar and renamed as Rockstar San Diego in 2002, Oni 2 was cancelled in favor of other projects. | ||
Since Angel almost exclusively developed racing games at the time Oni 2 was started, it's difficult to understand why T2 assigned them a third-person brawler with a heavy focus on bipedal animation. It seems likely that Angel had to do a tremendous amount of coding to add support for this type of game to their engine. Interestingly, | The game binary contains various strings which demonstrate that it ran on the Angel Game Engine (AGE), the in-house engine used by Angel Studios. Since Angel almost exclusively developed racing games at the time Oni 2 was started, it's difficult to understand why T2 assigned them a third-person brawler with a heavy focus on bipedal animation. It seems likely that Angel had to do a tremendous amount of coding to add support for this type of game to their engine. Interestingly, Angel was apparently bought by Rockstar for their engine, and AGE became RAGE, the [[wp:Rockstar Advanced Game Engine|Rockstar Advanced Game Engine]], which Rockstar has used to power the Grand Theft Auto games from IV onward. | ||
A concept artist for Oni 2, Eric Lin, has done some original art in subsequent years that reflects his work on the game. Click [https://www.deviantart.com/hinxlinx/gallery?catpath=/&edit=0&q=oni here] to search his gallery for Oni-related art. | |||
==Gameplay== | ==Gameplay== | ||
Oni 2's melee combat was shaping up to be considerably more complex than Oni's, incorporating the grappling and parrying that some Oni fans have wished for in a sequel. Other additions to Oni's gameplay include ledge grabbing, AIs that can disarm the player, contextual attacks, and blocks that stun the attacker. Gunplay is still present, and is as simple as it is in Oni. Konoko retains her agility, with the ability to perform melee strikes in all four directions, strafe sideways, and perform a jump-flip while still using her weapon. A curious choice was made in allowing Konoko to double-jump as if she is a character in a platformer (of course, no design decisions were finalized at this point in development). Konoko can also perform wall flips (see "Controls" section). When she is facing a wall, the wall flip sends her backward away from the wall, but when her back is to the wall, she comes back into it with her flip, and can continue to perform additional backward wall flips ad infinitum. This allows her to climb any wall, which is essential to clearing level 8, The Rooftops. | Oni 2's melee combat was shaping up to be considerably more complex than Oni's, incorporating the grappling and parrying that some Oni fans have wished for in a sequel. Other additions to Oni's gameplay include ledge grabbing, AIs that can disarm the player, contextual attacks, and blocks that stun the attacker. Gunplay is still present, and is as simple as it is in Oni. Konoko retains her agility, with the ability to perform melee strikes in all four directions, strafe sideways, and perform a jump-flip while still using her weapon. A curious choice was made in allowing Konoko to double-jump as if she is a character in a platformer (of course, no design decisions were finalized at this point in development). Konoko can also perform wall flips (see "Controls" section). When she is facing a wall, the wall flip sends her backward away from the wall, but when her back is to the wall, she comes back into it with her flip, and can continue to perform additional backward wall flips ad infinitum. This allows her to climb any wall, which is essential to clearing level 8, The Rooftops. | ||
==Story== | |||
[[Image:Oni 2 - WCG.jpg|right|thumb|300px|The WCG is still around in the sequel.]] | |||
It doesn't seem that the Oni 2 project actually had any writing done for it yet, so any story-like elements in the build are probably placeholders. This is the likely explanation for the fact that Konoko is depicted as working for the TCTF, an organization that previously tried to kill her, not to mention that Mai is called "Konoko" again instead of her real name (though that may be because she is working for the TCTF). Konoko is briefed on missions by an artificial being named Amaya who looks more like a robot than an SLD. The organization of bad guys is simply called the Neo-Syndicate, also likely a placeholder. The setting of the game is a traditional cyberpunk atmosphere. We see all sorts of cyborgs, as well as scavengers living off collected junk. | |||
==Controls== | ==Controls== | ||
Oni 2 is meant to be played in analog mode so that the left thumbstick can be used for movement and the right stick to move the camera. In digital mode (the "Analog" light on the DualShock 2 is off), the D-pad has to be used as the movement control, but in analog mode, the D-pad is freed up to serve as the inventory control. In the following tables, analog mode is assumed to be on unless otherwise noted. Note that ledge grabbing does not work everywhere, only where the devs intended it to. | Oni 2 is meant to be played with the DualShock 2 in analog mode, so that the left thumbstick can be used for movement and the right stick to move the camera. In digital mode (the "Analog" light on the DualShock 2 is off), the D-pad has to be used as the movement control, but in analog mode, the D-pad is freed up to serve as the inventory control. In the following tables, analog mode is assumed to be on unless otherwise noted. Note that ledge grabbing does not work everywhere, only where the devs intended it to. | ||
{| style="white-space:nowrap" | {| style="white-space:nowrap" | ||
Line 45: | Line 58: | ||
|roll | |roll | ||
|- | |- | ||
| | |▢ + movement towards nearby wall | ||
|wall flip | |wall flip | ||
|- | |- | ||
| | |▢ while in air near ledge | ||
|ledge grab | |ledge grab | ||
|- | |- | ||
Line 54: | Line 67: | ||
|climb up | |climb up | ||
|- | |- | ||
| | |▢ while hanging from ledge | ||
|drop down | |drop down | ||
|- | |- | ||
Line 66: | Line 79: | ||
|+Weapons and inventory | |+Weapons and inventory | ||
|- | |- | ||
| | |▢ with gun in hand | ||
|fire | |fire | ||
|- | |- | ||
Line 93: | Line 106: | ||
|- | |- | ||
|Start | |Start | ||
| | |pause game | ||
|- | |- | ||
|Select | |Select | ||
| | |toggle HUD ring | ||
|} | |} | ||
|} | |} | ||
Line 108: | Line 121: | ||
|- | |- | ||
|L3 + R3 | |L3 + R3 | ||
| | |toggle camera mode: standard, polar, free-flying | ||
|- | |- | ||
|left analog | |left analog | ||
Line 125: | Line 138: | ||
In the following tables, a '*' means a short pause. | In the following tables, a '*' means a short pause. | ||
△ is the strike (fast attack) button, and it produces various punches and kicks based upon your position in a combo sequence or the use of a directional modifier (that is, beginning to move in a certain direction right before attacking). ◯ is the heavy attack button, producing slower, presumably more powerful attacks. ◯ and △ attacks can be interleaved and still build a combo, e.g. △, ◯ performs the same second attack as ◯, ◯ does. | |||
{| style="white-space:nowrap" | {| style="white-space:nowrap" | ||
Line 132: | Line 145: | ||
|+Triangle attacks | |+Triangle attacks | ||
|- | |- | ||
| | |△, △, △ | ||
|punch, punch, high kick | |punch, punch, high kick | ||
|- | |- | ||
| | |△, *△, △ | ||
|punch, hook kick, hook kick | |punch, hook kick, hook kick | ||
|- | |- | ||
| | |△, *△, *△ | ||
|punch, hook kick, jumping spin kick | |punch, hook kick, jumping spin kick | ||
|- | |- | ||
|move left/right + | |move left/right + △, move left/right + △ | ||
|side punch, side elbow | |side punch, side elbow | ||
|- | |- | ||
|move left/right + | |move left/right + △, *move left/right + △ | ||
|side punch, side jump kick | |side punch, side jump kick | ||
|- | |- | ||
|move backward + | |move backward + △, move backward + △ | ||
|back kick, back kick | |back kick, back kick | ||
|- | |- | ||
|move backward + | |move backward + △, *move backward + △ | ||
|back kick, back hook kick | |back kick, back hook kick | ||
|- | |- | ||
| | |△ while in air | ||
|jump kick | |jump kick | ||
|- | |- | ||
| | |△ while crouched | ||
|sweep kick | |sweep kick | ||
|- | |- | ||
| | |△ while running | ||
|running punch | |running punch | ||
|} | |} | ||
Line 168: | Line 181: | ||
|+Circle attacks | |+Circle attacks | ||
|- | |- | ||
| | |◯, ◯, ◯ | ||
|spin kick, double punch, overhead throw | |spin kick, double punch, overhead throw | ||
|- | |- | ||
| | |◯, ◯, *◯ | ||
|spin kick, two-handed strike, jump kick throw | |spin kick, two-handed strike, jump kick throw | ||
|- | |- | ||
| | |◯ while running | ||
|double kick | |double kick | ||
|} | |} | ||
Line 182: | Line 195: | ||
|+Special attacks | |+Special attacks | ||
|- | |- | ||
| | |▢ while running into enemy | ||
|lariat (yes, ''the'' Lariat from Oni) | |lariat (yes, ''the'' Lariat from Oni) | ||
|- | |- | ||
Line 191: | Line 204: | ||
|parry attempt (used on incoming enemy attack) | |parry attempt (used on incoming enemy attack) | ||
|- | |- | ||
| | |△ after parry | ||
|throw counterattack | |throw counterattack | ||
|- | |- | ||
| | |△, △, △, ▢ | ||
|punch, punch, kick, grab attempt (leads to '''grappling options''') | |punch, punch, kick, grab attempt (leads to '''grappling options''') | ||
|- | |- | ||
Line 201: | Line 214: | ||
|} | |} | ||
Note that grappling was a work-in-progress and can cause animation glitches after it ends. After holding a target for a while, he will break free, but this sometimes causes the game to hang. When you have someone in a hold, you can press | Note that grappling was a work-in-progress and can cause animation glitches after it ends. After holding a target for a while, he will break free, but this sometimes causes the game to hang. When you have someone in a hold, you can press △ one or two times to elbow him in the head, but a third △ will kick him away. So the elbow attacks are intended as an optional prelude to either releasing him with X, kicking him with △, throwing him with ◯, or placing him in a painlock stance with ▢. When the victim is in a painlock, you can punch him in the head an unlimited number of times with △, but you can no longer throw him, only release him. | ||
{|class="wikitable" style="margin-left:auto; margin-right:auto;" | {|class="wikitable" style="margin-left:auto; margin-right:auto;" | ||
Line 209: | Line 222: | ||
|walk with victim (human shield tactic) | |walk with victim (human shield tactic) | ||
|- | |- | ||
| | |△ x3 | ||
|elbow to head x2, kick away | |elbow to head x2, kick away | ||
|- | |- | ||
| | |◯ | ||
|overhead rolling leg throw | |overhead rolling leg throw | ||
|- | |- | ||
| | |▢ | ||
|place victim in painlock stance | |place victim in painlock stance | ||
|- | |- | ||
| | |△ while in painlock | ||
|fist to head | |fist to head | ||
|- | |- | ||
Line 225: | Line 238: | ||
|} | |} | ||
== | ==Download== | ||
The dev build was originally leaked on the EmuParadise forums [https://www.epforums.org/showthread.php?107807-BETA-Oni-2-Death-and-Taxes-(Prototype) HERE] (registration required), in a post stating that the ISO is uploaded [https://mega.nz/#!x9oHxaLZ!-bOo-wwdj1fh925DYv1Qc6ErDSRl2HEgtWC-i2FtxtY HERE]. | |||
: | |||
: | |||
[[Category:Oni history]] | [[Category:Oni history]] |
Latest revision as of 00:30, 9 October 2024
Oni 2 was a sequel to Oni which was in development from 2001-2002 before being cancelled. The game was being developed by Angel Studios for the PlayStation 2 under publisher Take-Two Interactive. Development stopped when Angel Studios was acquired by Rockstar and renamed Rockstar San Diego. An ISO of a development build of the game (presumably one of the last builds) leaked in 2016 and was promptly documented by the game preservation YouTube channel PtoPOnline here. The name of the game seen on the main menu, Oni 2: Death & Taxes, was likely a working title or a light-hearted placeholder; the game data internally uses the name Oni 2: Rebirth, and this title can also be seen in an unused menu screen (right).
- Subpages:
- Also see:
- Category:Oni 2 (AS) game images: All game images on the wiki
- OBD:Oni2AS: Technical documentation on the game
Development
Shortly after Oni was released, it was rumored that Take-Two had put Oni 2 into production; however, no sequel was ever officially announced. In 2007, the rumor of a cancelled sequel was bolstered by a leak which asserted that Oni 2 had been under development by Angel Studios for the PS2. In 2016, the full story finally came out when an actual development build of the cancelled game was leaked, documented by PtoPOnline, and covered by Kotaku.
At this time, interviews with former developers revealed that the game had started development at the beginning of 2001 or even late 2000, which might mean that its development overlapped with Oni's. Since the development build is dated Dec. 10, 2002, that means that the game was in development for as long as two years. After all that time, it was apparently not even close to completion. The project suffered from a lack of clear direction, and when Angel was acquired by Rockstar and renamed as Rockstar San Diego in 2002, Oni 2 was cancelled in favor of other projects.
The game binary contains various strings which demonstrate that it ran on the Angel Game Engine (AGE), the in-house engine used by Angel Studios. Since Angel almost exclusively developed racing games at the time Oni 2 was started, it's difficult to understand why T2 assigned them a third-person brawler with a heavy focus on bipedal animation. It seems likely that Angel had to do a tremendous amount of coding to add support for this type of game to their engine. Interestingly, Angel was apparently bought by Rockstar for their engine, and AGE became RAGE, the Rockstar Advanced Game Engine, which Rockstar has used to power the Grand Theft Auto games from IV onward.
A concept artist for Oni 2, Eric Lin, has done some original art in subsequent years that reflects his work on the game. Click here to search his gallery for Oni-related art.
Gameplay
Oni 2's melee combat was shaping up to be considerably more complex than Oni's, incorporating the grappling and parrying that some Oni fans have wished for in a sequel. Other additions to Oni's gameplay include ledge grabbing, AIs that can disarm the player, contextual attacks, and blocks that stun the attacker. Gunplay is still present, and is as simple as it is in Oni. Konoko retains her agility, with the ability to perform melee strikes in all four directions, strafe sideways, and perform a jump-flip while still using her weapon. A curious choice was made in allowing Konoko to double-jump as if she is a character in a platformer (of course, no design decisions were finalized at this point in development). Konoko can also perform wall flips (see "Controls" section). When she is facing a wall, the wall flip sends her backward away from the wall, but when her back is to the wall, she comes back into it with her flip, and can continue to perform additional backward wall flips ad infinitum. This allows her to climb any wall, which is essential to clearing level 8, The Rooftops.
Story
It doesn't seem that the Oni 2 project actually had any writing done for it yet, so any story-like elements in the build are probably placeholders. This is the likely explanation for the fact that Konoko is depicted as working for the TCTF, an organization that previously tried to kill her, not to mention that Mai is called "Konoko" again instead of her real name (though that may be because she is working for the TCTF). Konoko is briefed on missions by an artificial being named Amaya who looks more like a robot than an SLD. The organization of bad guys is simply called the Neo-Syndicate, also likely a placeholder. The setting of the game is a traditional cyberpunk atmosphere. We see all sorts of cyborgs, as well as scavengers living off collected junk.
Controls
Oni 2 is meant to be played with the DualShock 2 in analog mode, so that the left thumbstick can be used for movement and the right stick to move the camera. In digital mode (the "Analog" light on the DualShock 2 is off), the D-pad has to be used as the movement control, but in analog mode, the D-pad is freed up to serve as the inventory control. In the following tables, analog mode is assumed to be on unless otherwise noted. Note that ledge grabbing does not work everywhere, only where the devs intended it to.
|
|
The closest thing to a developer mode that has been discovered is pressing both analog sticks at once to cycle through camera modes. Note that when moving the camera in free-fly mode using the left analog stick, Konoko still responds to the thumbstick as well, meaning that in some of the more precarious levels she is likely to fall off the map and die, leading to a Game Over a little while later. The camera must be in free-fly mode for the controls described below to work.
L3 + R3 | toggle camera mode: standard, polar, free-flying |
left analog | move camera |
right analog | aim camera |
R1/R2 | raise/lower camera |
L1 + move camera | faster camera movement |
In the following tables, a '*' means a short pause.
△ is the strike (fast attack) button, and it produces various punches and kicks based upon your position in a combo sequence or the use of a directional modifier (that is, beginning to move in a certain direction right before attacking). ◯ is the heavy attack button, producing slower, presumably more powerful attacks. ◯ and △ attacks can be interleaved and still build a combo, e.g. △, ◯ performs the same second attack as ◯, ◯ does.
|
|
Note that grappling was a work-in-progress and can cause animation glitches after it ends. After holding a target for a while, he will break free, but this sometimes causes the game to hang. When you have someone in a hold, you can press △ one or two times to elbow him in the head, but a third △ will kick him away. So the elbow attacks are intended as an optional prelude to either releasing him with X, kicking him with △, throwing him with ◯, or placing him in a painlock stance with ▢. When the victim is in a painlock, you can punch him in the head an unlimited number of times with △, but you can no longer throw him, only release him.
movement | walk with victim (human shield tactic) |
△ x3 | elbow to head x2, kick away |
◯ | overhead rolling leg throw |
▢ | place victim in painlock stance |
△ while in painlock | fist to head |
X | release victim from hold or painlock stance |
Download
The dev build was originally leaked on the EmuParadise forums HERE (registration required), in a post stating that the ISO is uploaded HERE.