Oni: Difference between revisions

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=Hype=
=Hype=
:''Main article (sorta): [[Genesis]]
The online hype was deeply rooted in the existing Bungie community, notably Marathon fans*. As the Oni project gained popularity, a dedicated online community emerged in the form of [[Oni Central]] and its forum.
The online hype was deeply rooted in the existing Bungie community, notably Marathon fans*. As the Oni project gained popularity, a dedicated online community emerged in the form of [[Oni Central]] and its forum.


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:(*)http://marathon.bungie.org/story/newmay-june98.html -- MARATHON'S STORY : WHAT'S NEW. Marathon fans talking about the newly announced Oni (and the E3 1998 trailer) back in May-June 1998.
:(*)http://marathon.bungie.org/story/newmay-june98.html -- MARATHON'S STORY : WHAT'S NEW. Marathon fans talking about the newly announced Oni (and the E3 1998 trailer) back in May-June 1998.
=Reception=
The general reaction to the game was inconsistent; Oni did receive some high praise, most notably the E3 1999 Game Critics Award for "Best Action/Adventure Game".
However, many felt cheated because the game did not deliver on all of its promises. In hindsight, much of this was due to the advance hype of one programmer ("She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on."). For example, it was claimed that the AI would intelligently dodge incoming fire and work together in groups. Also, a [[Iron Demon|large mech]] visible in the trailers, and keenly anticipated as a boss in the game, was nowhere to be seen. As [http://games.slashdot.org/article.pl?sid=04/10/01/1651219&tid=211 other game designers] have discovered, it is dangerous indeed to promise ground-breaking features while a game is still in development. Finally, it was clear from a perusal of the [[GameDataFolder|game files]] that there were at least five missing levels, as if the game were incomplete.
Of course, there is dissent for every game to one degree or another due to personal opinions and biases, but perhaps the biggest blow to the game's reception was that there was no multiplayer option. Combined with complaints about the AI, players wanted to be able to play against other humans, but this option, although developed internally at Bungie West, was not included in the release due to the constraints of Internet gameplay latency at the time. The public, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time, viewed this as another sign of the game's incompletion. (Although it isn't known why Bungie did not at least include LAN play functionality, since it was being used in their office for netgames.)
The overall consensus of reviews was that the game was good, but not great. Many 6s and 7s (out of 10) were given to it despite its ambitious melee element and interesting world.

Revision as of 16:54, 12 February 2008

This is about the game. For the Japanese demon, see Oni (demon). For the Halo entity, see ONI
Actually, the final logo looks more like ONi than Oni, but what the blam
To link to this page, use either [[ONi]] or {{Oni}}

The game was developed by Bungie West, a division of Bungie Studios, and released in January 2001. It was Bungie West's first and only game, as it was disbanded after Oni's release: some Oni developers went on to work on the Halo series, while others ended up at independent game studios (Wideload, Certain Affinity, etc).

Influences

A major influence of Oni's universe Masamune Shirow's manga series Ghost in the Shell (Konoko and Commander Griffin resemble Motoko Kusanagi and Daisuke Aramaki). Early development even presented Konoko as a cyborg (see: 1998#Trailer), which together with the tech-crime-fighting context amounted to near-plagiarism of GITS. The final version of Oni abandons the cyborg heroine and instead develops the original Daodan and SLD concepts.

Gameplay

Main article: Gameplay

The developers achieved a unique blend of third-person shooting and hand-to-hand combat, with full freedom of movement and a context-independent camera control. The complex melee component has flaws, but even so it makes for one of the most varied and rewarding gameplay experiences in the beat-them-up genre (see also: Lugaru, State of Emergency, ...). As for the gunplay, AI dodging skills were implemented, but not (yet?) set up in the final release, leaving it to the modders to reveal that part of Oni's potential (see: Anniversary Edition).

Hype

The online hype was deeply rooted in the existing Bungie community, notably Marathon fans*. As the Oni project gained popularity, a dedicated online community emerged in the form of Oni Central and its forum.

Despite or maybe because of the game's late release and a number of canceled features, there were a number of promotional actions around and after the release: artwork by Lorraine Reyes McLees, 4-volume comic published by Dark Horse.

(*)http://marathon.bungie.org/story/newmay-june98.html -- MARATHON'S STORY : WHAT'S NEW. Marathon fans talking about the newly announced Oni (and the E3 1998 trailer) back in May-June 1998.

Reception

The general reaction to the game was inconsistent; Oni did receive some high praise, most notably the E3 1999 Game Critics Award for "Best Action/Adventure Game".

However, many felt cheated because the game did not deliver on all of its promises. In hindsight, much of this was due to the advance hype of one programmer ("She made a lot of boastful claims about what the AI would end up being able to do that she couldn't deliver on."). For example, it was claimed that the AI would intelligently dodge incoming fire and work together in groups. Also, a large mech visible in the trailers, and keenly anticipated as a boss in the game, was nowhere to be seen. As other game designers have discovered, it is dangerous indeed to promise ground-breaking features while a game is still in development. Finally, it was clear from a perusal of the game files that there were at least five missing levels, as if the game were incomplete.

Of course, there is dissent for every game to one degree or another due to personal opinions and biases, but perhaps the biggest blow to the game's reception was that there was no multiplayer option. Combined with complaints about the AI, players wanted to be able to play against other humans, but this option, although developed internally at Bungie West, was not included in the release due to the constraints of Internet gameplay latency at the time. The public, comparing Oni to FPS titles with multiplayer such as Unreal and Quake, and failing to recognize that melee combat over the Internet was nearly impossible at that time, viewed this as another sign of the game's incompletion. (Although it isn't known why Bungie did not at least include LAN play functionality, since it was being used in their office for netgames.)

The overall consensus of reviews was that the game was good, but not great. Many 6s and 7s (out of 10) were given to it despite its ambitious melee element and interesting world.