Gameplay

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Revision as of 03:59, 31 January 2008 by 65.6.190.246 (talk)
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Overview

Oni provides two complementary types of gameplay :

  • "Brutal unarmed combat"
  • "Furious gunplay"


Weapon overview

Gunplay is fairly straightforward in comparison to other video games. There are various weapons (listed below) with varying behaviors, reload times, ammo clip sizes, and accuracy. Oni is notable in that Konoko can only carry one weapon at a time, holstered or not (two if using the weapon-shifting cheat), in contrast to most action games, where ten or twelve weapons might be carried by the player at one time.

The tech specs for each weapon are found here.

Weapon tips

Fighting with no ammo. Empty rifle in hand and no time for holster it? Here's three options:

1. Just drop it instantly (default key is 'e') and fight hand-to-hand.
2. You can still throw basic punches with the gun in hand, although the damage dealt is not greater.
3. Try the weapon special move: do a short crouch, then release the crouch key and kick in quick succession.

Reload judiciously. Don't get interrupted when reloading a weapon. The ammunition will take damage -- in other words, you'll lose the clip.

Use the Campbell Equalizer Mk4 with precision. This weapon can be used for single shots or fired on full auto, but the incredible recoil means it's almost impossible to hit an enemy at mid- or long-range on auto. Also, enemies will evade a steady stream of bullets, so the only effective way to use this weapon is for single, careful shots -- unless the enemy is just outside of melee range, at which point automatic fire will be fairly deadly.

Wait for the right range with the Hughes Black Adder SMG. "Deadly at close range, but only useful for suppression fire beyond 6 meters." -- The in-game instructions are succinct and accurate.

The SML3 Plasma Rifle is a sniper's friend. This is the most accurate long-range weapon besides the Mercury Bow, and much easier to come by. Your first shot will likely hit its mark at almost any range, but the moderate projectile speed means that enemies who are alerted to your presence will dodge the weapon consistently at long range. Best used to get an initial shot at the enemy, or for a quick shot when an enemy has been knocked down in melee. Dangerous for the user in close range combat due to the slow firing rate.

Use the Phase Stream Projector to hold one foe at your mercy. This is one of two weapons that can go around corners. It's not a huge damage dealer, but it does stun its target. Since the enemy will be mostly unable to fight back as long as you hold down the trigger, a clear target is likely as good as dead as long as you have enough charge left to close the deal.

Use the SBG Man-Portable Mortar for tactical explosives. Do not use at close range! But incredibly useful when you have a good distance between you and your enemy.

Secondary fire mode: Hit decentral groups by releasing the trigger when mortar is in mid-air.
Land mine: Precalculate landing zone then go for a enemy, get him there and release the trigger. Or just place it when he's on the way.
Tactical first strike: the mortar can bounce off of walls and obstacles. So you can shoot around corners.
Quick Cooldown trick: Cool the SBG instantly by pressing "E" and then quickly "Q", before the weapon hits the ground.

Turn the tables in melee with the Van de Graaff (VDG) Pistol Shots disable one or more enemies at close range. Attack (e.g. with back break) or escape while victims are disoriented. Does 1 HP damage, so it's clearly for tactical advantage in a melee fight more than anything.

Keep it long-range with the Scram Cannon. Missile warheads are inactive at close range (but will do still damage*). For best results, give swarms lots of space to home in on their targets. When you're the target, evade by hiding behind enemies or obstacles. (You can can even almost outrun them if you dash.)
(*)Kill a weak enemy by running into them and pull the trigger.

The Mercury Bow - a rare and valuable weapon. Kills all but the strongest enemies with one shot. Although the bow normally takes a very long time to refreeze before it can fire again, if you made your first shot, you probably finished off the enemy. If you do need another shot quickly, the same quick-recharge tip as above applies here:

Quick Cooldown trick: Cool the bow instantly by pressing "E" and then quickly "Q", before the weapon hits the ground.

Don't think of the Screaming Cannon as your friend. Supposedly the weapon protects the user from the Screaming Cell it releases, but in fact you are only safe from damage when the Cell has not activated yet (shortly after being fired). After that point, it's a liability. If you can stay around it but not too close, and lead enemies to gather around it, it will do them serious damage. But if you are in close quarters, such as a hallway, don't even think about it.

Quick Cooldown trick: Cool the cannon instantly by pressing "E" and then quickly "Q", before the weapon hits the ground.

Become a human tank with the Wave Motion Cannon. Something of a novelty weapon. Only available (without cheats) in the Vago Bio Lab level (Ch. 3). If you don't have the time to pull off a shot, drop it before it becomes a burden holding you down in combat. Konoko cannot run while wielding it. (Don't ask how she holsters it...)

Primary fire mode: Use the energy beam at big distance. If you can keep the enemy on the beam for the full duration, it may well kill him in one shot.
Secondary fire mode: Fires a frag grenade that sends enemies flying backwards. Does much less damage than primary fire mode, but buys you a little time to use the beam again.

Melee overview

The melee combat in Oni was designed from the start as a crux of the gameplay. Great effort was undertaken to create a balanced system of strikes, comboes, special attacks, blocks, and dodges, inspired by fighting games such as the Street Fighter series. Attacks are initiated with only two keys, one for punching and one for kicking (also, the left mouse button is punch, and the right button is kick), but complexity is introduced by varying the attacks based on Konoko's movement and with combos such as p-p-k (short for "punch-punch-kick", which yields the powerful Sledgehammer Heel). Blocking simply requires facing the opponent and not pressing any keys, but some attacks break through blocks enough to cause a stun effect and/or do chipping damage, and some are so powerful that they cannot be blocked. Jumping attacks and low attacks (such as leg sweeps) also add challenge to melee combat. One must be crouching to block a low attack, thus requiring fast reflexes; in addition, overhead attacks such as jump attacks and certain other moves can only be blocked while standing. The more advanced enemies are noticeably better at fighting than the ones encountered early on.

When Konoko is in a tight situation or is surrounded, she can use an escape move such as a cartwheel, or call on an all-directional attack such as kicking when coming out of a crouch (Devil Spin Kick) to clear some room.

Melee tips

Block before attacking. Oni does not reward button-mashing when fighting advanced opponents. In fact, any enemy can surprise you with a quick jab between your own attacks if you do not pay attention to defense. Wait for an opening before punching or kicking, such as when an enemy is not facing you or when they have just finished an attack. Learn enemy comboes, so you don't try to counterattack in the middle of a combo and let the next attack through your defense.

Keep it fresh. Enemies adapt to your moves quickly. Don't expect to pull off the same move twice in a row. Keep asking yourself, "What haven't I tried yet?" Also, alternate high and low attacks.

Be stealthy. Enemies cannot hear Konoko when she is crouch-walking (sneaking). This allows you to learn their patrol paths, and sneak up behind them to get in a couple pre-emptive hits. You can also go for a Backbreaker (forward-kick while against enemy's back), which may end the fight before it begins.

Know when to retreat. Facing even two enemies at once can make a fight much more difficult. Omnidirectional attacks like Rising Fury and Devil Spin Kick are useful, but hard to pull off consistently when under attack. A quick cartwheel or side-roll will do wonders in avoiding enemy offensives. When truly overwhelmed, running away will draw your enemies out behind you in pursuit, at which point you can turn and attack the closest one, then run away again.

Bring a gun to a fistfight. If you knock an opponent down, you probably have time for a legsweep or jump-flip to add damage, but you could also pull out your weapon and squeeze off a couple shots before they get up. Make sure you holster it before resuming the fight, however, or you will quickly be disarmed.

Related issues

Combat move database