Oni: Difference between revisions

79 bytes added ,  3 September 2011
→‎Hype: adding link to Pre-beta features page, and support for the suspended advertising thing
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Interviews conducted with the staff of Bungie West promised various ambitious features such as smart AI, sophisticated melee combat, realistic level architecture, complex particle dynamics, battles with a large mech (the "Iron Demon") and multiplayer abilities.
Interviews conducted with the staff of Bungie West promised various ambitious features such as smart AI, sophisticated melee combat, realistic level architecture, complex particle dynamics, battles with a large mech (the "Iron Demon") and multiplayer abilities.


Trailers and screenshots were analyzed eagerly for evidence of Oni's ground-breaking features. Two trailers were made for Oni, one in 1998 and one in 1999, reflecting the two different visions for the game during its time in development; they are analyzed on the [[Trailers]] page.
Trailers and screenshots were analyzed eagerly for evidence of Oni's ground-breaking features. Two trailers were made for Oni, one in 1998 and one in 1999, reflecting the visions for the game during its time in development; they are analyzed on the [[Trailers]] page.


At E3 1999, Oni received the Game Critics Award for "Best Action/Adventure Game", even though the game was still in pre-beta stage at that point.
At E3 1999, Oni received the Game Critics Award for "Best Action/Adventure Game", even though the game was still in pre-beta stage at that point.


Ultimately, the game would look somewhat different from what was seen in the trailers. Characters were altered in appearance, and levels were redesigned and re-textured. The [[Pre-beta content|Pre-Beta Content]] article provides many before-after comparisons.
Ultimately, the game would look somewhat different from what was seen in the trailers. Characters were altered in appearance, and levels were redesigned and re-textured. (The [[Pre-beta content]] and [[Pre-beta features]] articles document many of the changes to content and engine abilities.)


Due to the delays in Oni's development, Bungie suspended the advertising of the game for a time, so as not to expend their budget before the game was even released. In the meantime, the game under development at Bungie's HQ in Chicago, which was previously known only by its code name "Blam", came to be known as Halo and slowly drew attention away from the oft-delayed Oni as images and trailers for it began to appear.
Due to the delays in Oni's development, Bungie http://carnage.bungie.org/oniforum/oni.forum.pl?read=4570 suspended the advertising] of the game for a time, so as not to expend their budget before the game was even released. In the meantime, the game under development at Bungie's HQ in Chicago, which was previously known only by its code name "Blam", came to be known as Halo and slowly drew attention away from the oft-delayed Oni as images and trailers for it began to appear.


As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take Two, who were in the process of taking over the Oni [[wikipedia:Intellectual_property|IP]] as Bungie prepared to join Microsoft (see "Post-release" section below). Promotional artwork was produced by [[Lorraine|Lorraine Reyes McLees]] and a 4-volume [[Dark_Horse_comics|comic]] was produced under T2's supervision and published by Dark Horse. T2's PR efforts, however, seem to have been focused mainly on the PS2 version of the game.
As Oni finally neared completion, Bungie resumed their advertising, now partnered with Take Two, who were in the process of taking over the Oni [[wikipedia:Intellectual_property|IP]] as Bungie prepared to join Microsoft (see "Post-release" section below). Promotional artwork was produced by [[Lorraine|Lorraine Reyes McLees]] and a 4-volume [[Dark_Horse_comics|comic]] was produced under T2's supervision and published by Dark Horse. T2's PR efforts, however, seem to have been focused mainly on the PS2 version of the game.