Oni: Difference between revisions

180 bytes removed ,  4 September 2011
→‎Reception: further reading
(→‎Hype: further reading)
(→‎Reception: further reading)
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==Reception==
==Reception==
The overall consensus of the critical reviews was that the game was good, but not great; Oni has a [http://www.metacritic.com/games/platforms/pc/oni?q=Oni metascore] of 73/100 from critics, but a 9.6/10 from the website's voters. See the [[Reviews]] article for a list of links to reviews.
The overall consensus of the critical reviews was that the game was good, but not great; Oni has a [http://www.metacritic.com/games/platforms/pc/oni?q=Oni metascore] of 73/100 from critics, but a 9.6/10 from the website's voters.


Professional critics tended to dislike the ambitious melee element, complaining of counter-intuitive or unresponsive controls (if they found the game too hard), or the easily accessible basic combos (if they found the game too easy). Some reviewers were unimpressed by environment graphics that were not as rich as other games of the time (the simple look of Oni was partly due to the attempt to mimic animé backgrounds, and partly a result of the game mostly taking place in offices and other man-made, realistic structures).
Professional critics tended to dislike the ambitious melee element, complaining of counter-intuitive or unresponsive controls (if they found the game too hard), or the easily accessible basic combos (if they found the game too easy). Some reviewers were unimpressed by environment graphics that were not as rich as other games of the time (the simple look of Oni was partly due to the attempt to mimic animé backgrounds, and partly a result of the game mostly taking place in offices and other man-made, realistic structures).


Upon Oni's release, many felt cheated because the game did not deliver on all of its promises (a [http://games.slashdot.org/article.pl?sid=04/10/01/1651219&tid=211 not uncommon issue] in game development). The most notable shortcoming was the absence of LAN multiplayer, which had been demoed at hands-on booths at Macworld Expos in mid-1999 and early 2000.  In May of 2000, it was announced that multiplayer was being removed from the game due to concerns over latency issues (see the [[Multiplayer]] article for details).
Upon Oni's release, many felt cheated because the game did not deliver on all of its promises (a [http://games.slashdot.org/article.pl?sid=04/10/01/1651219&tid=211 not uncommon issue] in game development). The most notable shortcoming was the absence of LAN multiplayer, which had been demoed at hands-on booths at Macworld Expos in mid-1999 and early 2000.  In May of 2000, it was announced that multiplayer was being removed from the game due to concerns over latency issues.


Some previously-hyped features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On the Oni Central Forum, Design Lead [[Credits|Hardy LeBel]] blamed this on Oni's original AI programmer, saying "She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on". Interestingly, some hidden AI abilities have been found in Oni's engine, either disabled, slightly buggy, or not utilized by the game's mission scripts.
Some previously-hyped features were missing, such as smart gunfire dodging and alarm behavior on the part of the AI. On the Oni Central Forum, Design Lead [[Credits|Hardy LeBel]] blamed this on Oni's original AI programmer, saying "She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on". Interestingly, some hidden AI abilities have been found in Oni's engine, either disabled, slightly buggy, or not utilized by the game's mission scripts.
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Some of the game's content was cut as well. This included at least one entire level ([[BGI|BGI HQ]]), and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. Gaps in the numbering of the [[GameDataFolder|game files]] led fans to believe that at least five chapters were cut before release, but, besides the BGI HQ level that was cut from the story, this was simply due to content that was moved around or consolidated into other levels.
Some of the game's content was cut as well. This included at least one entire level ([[BGI|BGI HQ]]), and the highly anticipated [[Iron Demon]], the large mech shown in-game in the 1999 trailer. Gaps in the numbering of the [[GameDataFolder|game files]] led fans to believe that at least five chapters were cut before release, but, besides the BGI HQ level that was cut from the story, this was simply due to content that was moved around or consolidated into other levels.


Finally, Bungie did not hold to their usual practice of releasing level-building tools for their games, since a professional and costly [http://store.autodesk.com/DRHM/store CAD program] was used to produce Oni's levels. As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about releasing the file formats were probably also impossible to follow through on once ownership had transferred to T2. This factor, coupled with the lack of multiplayer, meant that Oni's full potential was not obvious.
Finally, Bungie did not hold to their usual practice of releasing level-building tools for their games, since a professional and costly [http://store.autodesk.com/DRHM/store CAD program] was used to produce Oni's levels. As Oni's release neared, it was pointed out by Matt Soell, Bungie's PR person, that since Bungie no longer owned the game, they were unable to release whatever supplementary tools had been developed. Early statements about releasing the file formats were probably also impossible to follow through on once ownership had transferred to Take Two. This factor, coupled with the lack of multiplayer, meant that Oni's full potential was not obvious.


Thus, it was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own. For information on the ways in which the engine has been patched by fans, and disabled code reactivated, see [[History of Oni modding#Engine patching|A History of Oni Modding]] and the list of [[AE:EXE|Windows Oni]] and [[AE:OMNI|Mac OS X Oni]] patches.
Thus, it was left to the fans to create their own modding tools, after investigating the inner workings of the game on their own.
 
''Further reading:'' [[Pre-beta content]], [[Pre-beta features]], [[Reviews]], [[History of Oni modding]], [[AE:EXE|Windows Oni patches]], [[AE:OMNI|Mac OS X Oni patches]].


==Post-release==
==Post-release==