Konoko: Difference between revisions

1,339 bytes added ,  23 June 2014
→‎Development: filling in Characterization
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==Development==
==Development==
===Characterization===
===Characterization===
Even though Oni was inspired by Ghost in the Shell, Konoko seems to have been envisioned from the beginning as an aggressive, "gun in your face" action hero, unlike the impassive Motoko. An [[Oni/Early Story|early story]] for the game explained Konoko's mindset this way: "Konoko vows to destroy the Syndicate that killed her parents." Over the course of the story, she feels more "betrayed", "guilty", angry and "paranoid" until she finally kills essentially everyone in the game.
By contrast, the final game's Konoko is still emotional, but is also mostly in control of herself, even choosing to spare Griffin, if the player wishes. She also makes wisecracks while under pressure. Instead of a violent ending driven by her paranoia and need for revenge, we have an emotionally ambiguous ending where Konoko stops Muro's plan with a desperate, destructive action, without showing much of her feelings.
One hint at the earlier, unstable Konoko is found in her [[:Image:Intro_frame_0700.png|deranged look]] in the intro. Konoko was also stated in [[:Image:Unit_viewer-Konoko_2_unmasked.jpg|this development data]] to have an IQ of 203. While a high IQ is not mentioned in the final game, her behavior at times indicates that she is still very intelligent. See [[Talk:Oni/Early_Story|HERE]] for a more detailed discussion of Early Konoko.


===Design by Okita===
===Design by Okita===
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===Design by Lorraine===
===Design by Lorraine===
[[Image:Konoko_Variants.jpg|500px|right|thumb|"Shirow" is Ghost in the Shell's author, Masamune Shirow.]]
[[Image:Konoko_Variants.jpg|500px|right|thumb|"Shirow" is Ghost in the Shell's author, Masamune Shirow.]]
{{Pullquote|Lorraine McLees, Bungie artist, remembers the slight tug of war between the Chicago and Bungie West [offices]: 'Their vision of (Konoko) was more overtly -blam!- than ours. We specifically didn't want her to be just another Lara Croft, so we'd go back and forth with the California office. They'd send Konoko designs back with a bare midriff and the bottom of her breasts exposed, and we'd go back and re-clothe her. The funny thing is that the more we tried to de--[[blam]]!-ize her, the more sexy she became.'"|2=[http://www.bungie.net/en-us/AboutUs#page=games&game=10127 Bungie.net]}}
{{Pullquote|Lorraine McLees, Bungie artist, remembers the slight tug of war between the Chicago and Bungie West [offices]: 'Their vision of (Konoko) was more overtly -[[blam]]!- than ours. We specifically didn't want her to be just another Lara Croft, so we'd go back and forth with the California office. They'd send Konoko designs back with a bare midriff and the bottom of her breasts exposed, and we'd go back and re-clothe her. The funny thing is that the more we tried to de--blam!-ize her, the more sexy she became.'"|2=[http://www.bungie.net/en-us/AboutUs#page=games&game=10127 Bungie.net]}}
Lorraine produced the sketches of Konoko on the right to show her mastery of various animé styles. While she was made the art director of marketing in June 1999, Okita's designs for Konoko were already well in use by that point, so there was a certain momentum that could not entirely be changed (for instance, the Konoko in the intro is Okita's design, as drawn in AIC's customary style at the time). The in-game model also appears to be based on Okita's art rather than Lorraine's, which is not surprising when one considers that Lorraine was a 2D artist hired to make 2D art, and Okita was not only a concept artist but also one of the 3D modeling artists, so he probably made Konoko's model himself.
Lorraine produced the sketches of Konoko on the right to show her mastery of various animé styles. While she was made the art director of marketing in June 1999, Okita's designs for Konoko were already well in use by that point, so there was a certain momentum that could not entirely be changed (for instance, the Konoko in the intro is Okita's design, as drawn in AIC's customary style at the time). The in-game model also appears to be based on Okita's art rather than Lorraine's, which is not surprising when one considers that Lorraine was a 2D artist hired to make 2D art, and Okita was not only a concept artist but also one of the 3D modeling artists, so he probably made Konoko's model himself.