Oni 2 (Angel Studios): Difference between revisions

moving alternate game title and RAGE trivia up near top of article; various wording; centered "Game controls" table
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'''Oni 2: Death & Taxes''' (working title) was a sequel to [[Oni]] which was in development from 2001-2002 before being cancelled. The game was being developed by Angel Studios under publisher Take-Two Interactive before Angel was acquired by Rockstar and renamed [[wikipedia:Rockstar_San_Diego|Rockstar San Diego]]. An ISO of the last (?) development build of the game leaked in 2016. The build was documented by the game preservation YouTube channel PtoPOnline [https://www.youtube.com/watch?v=ZItobLIJJMY here].
'''Oni 2: Death & Taxes''' was a sequel to [[Oni]] which was in development from 2001-2002 before being cancelled. The game was being developed by Angel Studios for the PlayStation 2 under publisher Take-Two Interactive before Angel was acquired by Rockstar and renamed [[wikipedia:Rockstar_San_Diego|Rockstar San Diego]]. An ISO of a late or final development build of the game leaked in 2016. The build was documented by the game preservation YouTube channel PtoPOnline [https://www.youtube.com/watch?v=ZItobLIJJMY here]. The title of the game seen on the main menu was likely a working title or a light-hearted placeholder; the game data internally uses the name '''Oni 2: Rebirth'''.


==Development==
==Development==
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At this time, interviews with former developers revealed that the game had started development at the beginning of 2001 or even late 2000, which might mean that its development overlapped with Oni's. Since the development build is dated Dec. 10, 2002, that means that the game was in development for as long as two years. After all that time, it was apparently not even close to completion. The project suffered from a lack of clear direction, and when Angel was acquired by Rockstar and renamed as Rockstar San Diego in 2002, Oni 2 was cancelled in favor of other projects.
At this time, interviews with former developers revealed that the game had started development at the beginning of 2001 or even late 2000, which might mean that its development overlapped with Oni's. Since the development build is dated Dec. 10, 2002, that means that the game was in development for as long as two years. After all that time, it was apparently not even close to completion. The project suffered from a lack of clear direction, and when Angel was acquired by Rockstar and renamed as Rockstar San Diego in 2002, Oni 2 was cancelled in favor of other projects.
Since Angel almost exclusively developed racing games at the time Oni 2 was started, it's difficult to understand why T2 assigned them a third-person brawler with a heavy focus on bipedal animation. It seems likely that Angel had to do a tremendous amount of coding to add support for this type of game to their engine. Interestingly, the game binary contains various strings which demonstrate that it ran on the Angel Game Engine (AGE), the in-house engine used by Angel Studios. Angel was bought by Rockstar, apparently in part for their engine, and AGE became RAGE, the [[wikipedia:Rockstar_Advanced_Game_Engine|Rockstar Advanced Game Engine]], which Rockstar has used to power the Grand Theft Auto games from IV onward.


==Playing the build==
==Playing the build==
The ISO, should you find it on the Internet (hint: search for the game's full name, and don't use Google), is playable in an emulator or on a modded PS2. PCSX2 is the only mature emulator available, and although it comes for Windows and macOS, if you are on a Mac you will want to boot into a Windows partition to use PCSX2 rather than use the Mac build. Not only does the Mac version of PCSX2 have poor performance, it also exhibits graphical glitches with this particular game. Some visual problems occur even when playing on a PS2, so it's likely that graphics code was being worked on when this build was produced.
The ISO, should you find it on the Internet (hint: search for the game's full name, and don't use Google), is playable in an emulator or on a modded PS2. PCSX2 is the only mature emulator available, and although it comes for Windows and macOS, if you are on a Mac you will want to boot into a Windows partition to use PCSX2 rather than use the Mac build. Not only does the Mac version of PCSX2 have poor performance, it also exhibits graphical glitches with this particular game. Some visual problems occur even when playing on a PS2, so it's likely that graphics code was being worked on when this build was produced.


There is only one level available by choosing New Game. Other levels, however, can be chosen from the Load Game menu. These are documented under "Story and levels" below. Levels can take a long time to load, and some do not have loading screens, displaying a gray screen until they're done loading. The only levels that could be considered traditionally "game-like" are levels 1, 6 and 8: The Blast Chambers, Initial Attack, and The Rooftops. These were the primary levels used to prototype the game. The other levels are intended for the developers to test features or scripting, but some are rather substantial, like level 14, AI Abilities Test.
There is only one level available by choosing New Game. Other levels, however, can be chosen from the Load Game menu. These are documented under "Story and levels" below. Levels can take a long time to load, and some do not have loading screens, displaying a gray screen until they're done loading. The only levels that could be considered traditionally "game-like" are levels 1, 6 and 8: The Blast Chambers, Initial Attack, and The Rooftops. These were the primary levels used to prototype the game. The other levels were for testing features or scripting, but some are rather substantial, like level 14, AI Abilities Test.


==Gameplay==
==Gameplay==
Oni 2's melee combat was shaping up to be considerably more complex than Oni's, incorporating the grappling and parrying that some Oni fans have wished for in a sequel. Ledge-grabbing, AIs that can disarm you, contextual abilities, and blocks that stun the attacker are also additions to Oni's formula. Gunplay is still present, and is as simple as it is in Oni. Konoko's agility is as good as in Oni, with the ability to perform melee strikes in all four directions, strafe sideways, and perform a jump-flip while still using her weapon. A curious choice was made in allowing Konoko to double-jump as if she is a character in a platformer (of course, no design decisions were finalized at this point in development). Konoko can also perform wall flips (see "Controls" section). When she is facing a wall, the wall flip sends her backward away from the wall, but when her back is to the wall, she comes back into it with her flip, and can continue to perform additional backward wall flips ad infinitum. This allows her to climb any wall, which is essential to clearing level 8.
Oni 2's melee combat was shaping up to be considerably more complex than Oni's, incorporating the grappling and parrying that some Oni fans have wished for in a sequel. Other additions to Oni's gameplay include ledge grabbing, AIs that can disarm the player, contextual attacks, and blocks that stun the attacker. Gunplay is still present, and is as simple as it is in Oni. Konoko retains her agility, with the ability to perform melee strikes in all four directions, strafe sideways, and perform a jump-flip while still using her weapon. A curious choice was made in allowing Konoko to double-jump as if she is a character in a platformer (of course, no design decisions were finalized at this point in development). Konoko can also perform wall flips (see "Controls" section). When she is facing a wall, the wall flip sends her backward away from the wall, but when her back is to the wall, she comes back into it with her flip, and can continue to perform additional backward wall flips ad infinitum. This allows her to climb any wall, which is essential to clearing level 8, The Rooftops.


==Controls==
==Controls==
Note that Oni 2 is meant to be played in analog mode so that the left thumbstick can be used for movement and the right stick to move the camera. In digital mode (the "Analog" light on the DualShock 2 is off), the D-pad has to be used as the movement control, but in analog mode, the D-pad is freed up to serve as the inventory control. In the following tables, analog mode is assumed to be on unless otherwise noted. Note that ledge grabbing does not work everywhere, only where the devs intended it to.
Oni 2 is meant to be played in analog mode so that the left thumbstick can be used for movement and the right stick to move the camera. In digital mode (the "Analog" light on the DualShock 2 is off), the D-pad has to be used as the movement control, but in analog mode, the D-pad is freed up to serve as the inventory control. In the following tables, analog mode is assumed to be on unless otherwise noted. Note that ledge grabbing does not work everywhere, only where the devs intended it to.


{| style="white-space:nowrap"
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|style="vertical-align:top"|
|style="vertical-align:top"|
{| style="white-space:nowrap"
{| style="white-space:nowrap; margin-left:auto; margin-right:auto;"
|style="vertical-align:top"|
|style="vertical-align:top"|
{|class="wikitable"
{|class="wikitable" style="margin-left:auto; margin-right:auto;"
|+Weapons and inventory
|+Weapons and inventory
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{|class="wikitable" style="margin-left:auto; margin-right:auto;"
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|+Game controls
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|-
|L3 + R3
|L3 + R3
|Toggle camera mode: standard, close-up, free-flying
|Toggle camera mode: standard, polar, free-flying
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|-
|left analog
|left analog
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==Story and levels==
==Story and levels==
It doesn't seem that the Oni 2 project actually had any writing done for it yet, so any story-like elements in the build are probably placeholders. Even the title of the game is probably a placeholder or joke, as it would be rather unusual for a shipping title. Also notable is that internal resources of the game repeatedly use the title "'''Oni 2: Rebirth'''".
It doesn't seem that the Oni 2 project actually had any writing done for it yet, so any story-like elements in the build are probably placeholders. This is the likely explanation for the fact that Konoko is depicted as working for the TCTF, an organization that previously tried to kill her, not to mention that Mai is called "Konoko" again instead of her real name (though that may be because she is working for the TCTF). Konoko is briefed on missions by an artificial being named Amaya who looks more like a robot than an SLD. The organization of bad guys is simply called the Neo-Syndicate, also likely a placeholder. The setting of the game is a traditional cyberpunk atmosphere. We see all sorts of cyborgs, as well as scavengers living off collected junk.
 
The lack of any kind of finalized story is the likely explanation for the fact that Konoko is back to working for the TCTF, an organization that previously tried to kill her, not to mention that Mai is called "Konoko" again instead of her real name (though that may be because she is working for the TCTF). Konoko is briefed on missions by an android named Amaya (she does not look human like an SLD). The organization of bad guys is simply called the Neo-Syndicate, also likely a placeholder. The setting of the game is a traditional cyberpunk atmosphere. We see all sorts of cyborgs, as well as scavengers living off collected junk.


There are 15 levels in the game (once again, 14 are only accessible through the Load Game menu):
There are 15 levels in the game (once again, 14 are only accessible through the Load Game menu):
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:14: AI Abilities Test. A tutorial level, either for the player or for internal testing purposes. By way of text message that appear onscreen, and different areas set up for specific purposes, the game demonstrates such features as: enemy spawning, manual aiming and lock-on for weapons combat, special contextual actions (such as pushing someone off a ledge), and various aspects of the enemy AI. The level has a definite endpoint, but no Mission Complete is granted for reaching it.
:14: AI Abilities Test. A tutorial level, either for the player or for internal testing purposes. By way of text message that appear onscreen, and different areas set up for specific purposes, the game demonstrates such features as: enemy spawning, manual aiming and lock-on for weapons combat, special contextual actions (such as pushing someone off a ledge), and various aspects of the enemy AI. The level has a definite endpoint, but no Mission Complete is granted for reaching it.
:15: Acrobatics Test. A small “playground” level that is designed for testing Konoko’s acrobatic maneuvers. It consists of some spires and some ramps in a geometric space.
:15: Acrobatics Test. A small “playground” level that is designed for testing Konoko’s acrobatic maneuvers. It consists of some spires and some ramps in a geometric space.
==Engine==
Since Angel mostly (in fact, almost exclusively) developed racing games, it's difficult to understand why T2 assigned them a third-person brawler with a heavy focus on bipedal animation. It seems likely that Angel had to do a tremendous amount of coding to add support for this type of game to their engine. Interestingly, the game binary contains various debugging-related strings which reference "AGE", e.g. "../../../age/src/gfx/viewport.h". According to Wikipedia, AGE was the Angel Game Engine, the in-house engine used by Angel Studios. Angel was bought by Rockstar, apparently in part for their engine, and AGE became [[wikipedia:Rockstar_Advanced_Game_Engine|RAGE]], the engine that Rockstar has used to power the Grand Theft Auto games from IV onward.


[[Category:Oni history]]
[[Category:Oni history]]