Gameplay
Overview
Oni provides two complementary types of gameplay :
- "Brutal unarmed combat"
- "Furious gunplay"
Gunplay is fairly straightforward in comparison to other video games. There are various weapons (listed below) with varying behaviors, reload times, ammo clip sizes, and accuracy. Oni is notable in that Konoko can only carry one weapon at a time, holstered or not (two if using the weapon-shifting cheat), in contrast to most action games, where ten or twelve weapons might be carried by the player at one time.
Weapon overview
Weapon tips
Special move with weapon
Empty rifle in hand and no time for holster it? a) Just drop it instantly and fight hand-to-hand. b) Or try the weapon special move: short crouch, release and press "kick".
Reloading
Don't get interrupted when reload a weapon. The ammunition will take damage ergo becomes useless.
Campbell Equalizer Mk4
This weapon has high recoil. Compensate when firing on full auto.
Enemies try to evade bullets in a row so shot only once, wait, and fire again.
Hughes Black Adder SMG
Deadly at close range, but only useful for suppression fire beyond 6 meters.
SML3 Plasma Rifle
Bursts accelerate rapidly during flight. Lead moving targets appropriately.
Not that good as sniper rifle but first one hit for sure. Use it in open spaces.
Phase Stream Projector
To aim, direct the weapon's energy beam.
Has shock effect after approximate two seconds. Difficult for tactical use.
SBG Man-Portable Mortar
Also dangerous for the gunman at close distance.
It's a real un-crowder...
Second fire mode: Hit decentral groups by releasing the trigger when mortar is in mid-air.
Land mine: Precalculate landing zone then go for a enemy, get him there and release the trigger. Or just place it when he's on the way.
Tactical first strike: the mortar can bounce off of walls and obstacles. So you can shot around corners.
Move around and cool the SBG by pressing "E" and then quickly "Q". So the weapon won't fall onto the ground.
Van de Graaff (VDG) Pistol
Shots disable one or more enemies at close range. Attack (e.g. with back break) or escape while victims are disoriented.
Scram Cannon
Missile warheads are inactive at close range (but will do still damage*). For best results, give swarms space to home-in on their targets.
Evade by hiding behind enemies or obstacles. (You can can even run away from them...)
(*) Kill a weak enemy by running into them and pull the trigger.
Mercury Bow
Kills all but the strongest enemies with one shot. The bow must re-freeze after firing, and thus has slow cycle-rate.
Move around and cool the bow by pressing "E" and then quickly "Q". So the weapon won't fall onto the ground.
Screaming Cannon
Pursue all enemies but can still hurt the gunman too.
Move around and cool the cannon by pressing "E" and then quickly "Q". So the weapon won't fall onto the ground.
Wave Motion Cannon
First fire mode: Use the energy beam at big distance.
Second fire mode: Use grenades on close range to blast them backwards.
Watch out that the target isn't too close. In this case just drop it.
Melee overview
The melee combat in Oni was designed from the start as a crux of the gameplay. Great effort was undertaken to create a balanced system of strikes, comboes, special attacks, blocks, and dodges, inspired by fighting games such as the Street Fighter series. Attacks are initiated with only two keys, one for punching and one for kicking (also, the left mouse button is punch, and the right button is kick), but complexity is introduced by varying the attacks based on Konoko's movement and with combos such as p-p-k (short for "punch-punch-kick", which yields the powerful Sledgehammer Heel). Blocking simply requires facing the opponent and not pressing any keys, but some attacks break through blocks enough to cause a stun effect, and some are so powerful that they cannot be blocked. Jumping attacks and low attacks (such as leg sweeps) also add challenge to melee combat. One must be crouching to block a low attack, thus requiring fast reflexes. The more advanced enemies are noticeably better at fighting than the ones encountered early on.
When Konoko is in a tight situation or is surrounded, she can use an escape move such as a cartwheel, or call on an all-directional attack such as kicking when coming out of a crouch (Devil Spin Kick) to clear some room.
Melee tips
Block before attacking. Oni does not reward button-mashing when fighting advanced opponents. In fact, any enemy can surprise you with a quick jab between your own attacks if you do not pay attention to defense. Wait for an opening before punching or kicking, such as when an enemy is not facing you or when they have just finished an attack. Learn enemy comboes, so you don't try to counterattack in the middle of a combo and let the next attack through your defense.
Keep it fresh. Enemies adapt to your moves quickly. Don't expect to pull off the same move twice in a row. Keep asking yourself, "What haven't I tried yet?" Also, alternate high and low attacks.
Be stealthy. Enemies cannot hear Konoko when she is crouch-walking (sneaking). This allows you to learn their patrol paths, and sneak up behind them to get in a couple pre-emptive hits. You can also go for a Backbreaker (forward-kick while against enemy's back), which may end the fight before it begins.
Know when to retreat. Facing even two enemies at once can make a fight much more difficult. Omnidirectional attacks like Rising Fury and Devil Spin Kick are useful, but hard to pull off consistently when under attack. A quick cartwheel or side-roll will do wonders in avoiding enemy offensives. Running away will draw your enemies out behind you in pursuit, at which point you can turn and attack the closest one, then run away again.
Bring a gun to a fistfight. If you knock an opponent down, you probably have time for a legsweep or jump-flip to add damage, but you could also pull out your weapon and squeeze off a couple shots before they get up. Make sure you holster it before resuming the fight, however, or you will quickly be disarmed.