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The designs for [[Konoko]] and Commander [[Griffin]] can be seen to resemble the characters of [[wikipedia:Motoko Kusanagi|Motoko Kusanagi]] and [[wikipedia:Daisuke Aramaki|Daisuke Aramaki]]. Early development even presented Konoko as a [[wikipedia:cyborg|cyborg]], which, together with the tech-crime-fighting setting, resembled the world of ''Ghost in the Shell''. In August of 1999, Hardy LeBel was brought in as Design Lead, and revamped the story<ref>[http://web.archive.org/web/20010727151534/www.insidemacgames.com/features/00/lebel/ IMG interview with Hardy LeBel].</ref>. The final version of Oni abandons the cyborg heroine and instead introduces original concepts such as [[Daodan]] and [[SLD]]s. | The designs for [[Konoko]] and Commander [[Griffin]] can be seen to resemble the characters of [[wikipedia:Motoko Kusanagi|Motoko Kusanagi]] and [[wikipedia:Daisuke Aramaki|Daisuke Aramaki]]. Early development even presented Konoko as a [[wikipedia:cyborg|cyborg]], which, together with the tech-crime-fighting setting, resembled the world of ''Ghost in the Shell''. In August of 1999, Hardy LeBel was brought in as Design Lead, and revamped the story<ref>[http://web.archive.org/web/20010727151534/www.insidemacgames.com/features/00/lebel/ IMG interview with Hardy LeBel].</ref>. The final version of Oni abandons the cyborg heroine and instead introduces original concepts such as [[Daodan]] and [[SLD]]s. | ||
Oni was originally expected to be released in the fourth quarter of 1999, but as that date approached, the release date was pushed back. This occurred repeatedly, until finally the rumored release date was as late as March 2001<ref>Discussions on OCF of: a | Oni was originally expected to be released in the fourth quarter of 1999, but as that date approached, the release date was pushed back. This occurred repeatedly, until finally the rumored release date was as late as March 2001<ref>Discussions on OCF of: a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=2533 fall 1999] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1129 summer 2000] release date, a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4084 fall 2000] release date, and finally a [http://carnage.bungie.org/oniforum/oni.forum.pl?read=4699 spring 2001] release date. These "release dates" were generally rumors, ephemeral dates used by online stores for pre-orders, or vague estimates by Bungie PR, not official statements. Nevertheless, it was clear that Oni was taking longer than planned to finish, which was a cause of some concern among Bungie fans.</ref>. Much of the uncertainty over Oni's status came from Bungie's well-known reluctance to disclose or adhere to fixed release dates. Some of the delay may have come from staff turnover and development issues; a Design Lead position was created in the summer of 1999 for newcomer Hardy LeBel, who immediately began rewriting the story. Pease left at the end of 1999 (with his Project Lead title being passed to Michael Evans) and Bungie West also lost one of their two level designers and replaced the AI programmer in the same six-month period between the summer and the end of 1999. | ||
Possible additional factors were the introduction of a PS2 port to be released in tandem with Oni for Windows/Mac, part of a deal struck with Take-Two Interactive (T2) in August of 1999, and the acquisition of Bungie by Microsoft, which was announced in June of 2000. It is also possible that the acquisition of the Oni IP by Take Two in 2000 interfered with plans for a more timely release. The details of the MS/T2 situation are explained in the "Post-release" section below. | Possible additional factors were the introduction of a PS2 port to be released in tandem with Oni for Windows/Mac, part of a deal struck with Take-Two Interactive (T2) in August of 1999, and the acquisition of Bungie by Microsoft, which was announced in June of 2000. It is also possible that the acquisition of the Oni IP by Take Two in 2000 interfered with plans for a more timely release. The details of the MS/T2 situation are explained in the "Post-release" section below. |