Trailers: Difference between revisions

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There have been two trailers for [[Oni]]: the unofficial, "banned" 1998 trailer and the official, polished 1999 trailer, with which more fans are familiar.
There have been two trailers for [[Oni]]: the unofficial, "banned" 1998 trailer and the official 1999 trailer, with which more fans are familiar.
__NOTOC__
__NOTOC__
==1998==
==1998==
[[Image:1998 trailer splash.jpg|thumb|right|Bungie fans noted the similarity between this Oni art and [[:Image:GitS manga volume 4 cover.jpg|THIS]] Ghost in the Shell manga cover.]]
[[Image:1998 trailer 01.png|thumb|right|Bungie fans noted the similarity between this Oni art and [[:Image:GitS manga volume 4 cover.jpg|the cover of issue 4]] of the Ghost in the Shell manga.]]
:''Still frames uploaded from the trailer can be see [[:Category:Trailer (1998)|HERE]].''
:''Still frames uploaded from the trailer can be see [[:Category:Trailer (1998)|HERE]].''
At the time this trailer was made, Oni had only been in development for a year. There was probably no actual gameplay footage that the team felt was decent enough, so this CG trailer was produced by the two main artists for the game, Alex Okita and Chris Hughes, as well as Steve Abeyta. Abeyta revealed in an {{OCF}} thread that "[i]t was my first try at animating since I was hired on as an environment artist." His skills would improve amazingly by the time Oni was released.
At the time this trailer was made, Oni had only been in development for a year. There was probably no actual gameplay footage that the team felt was decent enough, so this CG trailer was produced by the two main artists for the game, Alex Okita and Chris Hughes, as well as Steve Abeyta. Abeyta revealed in an {{OCF}} thread that "[i]t was my first try at animating since I was hired on as an environment artist." His skills would improve amazingly by the time Oni was released.
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Notable elements:
Notable elements:
*This was a trailer for the pre-Hardy Oni; as documented [[Oni|here]], the story originally had Konoko as a cyborg before LeBel was brought in as Story & Design Lead.
*This was a trailer for the pre-Hardy Oni; the story originally had Konoko as a cyborg before Hardy LeBel was brought in as Story & Design Lead.
*As seen around 45 seconds in, Konoko still [[:Image:1998 Konoko.jpg|markings under her eyes]] which, in the final game, would denote an SLD (they also had the unfortunate effect of making her eyes look huge when shown too quickly).
*Konoko still had {{Hover|markings under her eyes|image=1998_trailer_30.png}} which at the time denoted a cyborg, not an SLD (they also had the unfortunate effect of making her eyes look huge when shown too quickly or from a distance).
*Many complex melee moves are utilized by Konoko that were never implemented into the game, although at least one such move actually was used: the Lariat (at 0:58).
*Many complex melee moves are utilized by Konoko that were never implemented into the game, although at least one such move actually was used: the Lariat (at 0:58).
*Various pre-Lorraine concept art can be seen flashing across the screen.
*Various pre-Lorraine concept art can be seen flashing across the screen.
*An [[:Image:1998 trailer logo.jpg|older "Oni" logo]] was being used at this time, as seen at 0:10.
*An {{Hover|older "Oni" logo|image=1998_trailer_96.png}} was being used at this time.


===Resources===
===Resources===
;Versions
;Versions
:[http://geyser.oni2.net/genesis/E3_1998/Oni_Trailer_(E3_1998).mov 180x120] (MOV, 11.5 MB, streams with QT)
:[http://geyser.oni2.net/genesis/E3_1998/Oni_Trailer_(E3_1998).mov 180x120] (MOV, 11.5 MB, original QuickTime streaming video)
:[http://edt.oni2.net/files/Oni_Trailer_E3_1998_fix.avi 176x118] (AVI, 4.5 MB, DivX compressed)
:[http://edt.oni2.net/files/Oni_Trailer_E3_1998_fix.avi 176x118] (AVI, 4.5 MB, DivX compressed)
:[http://edt.oni2.net/files/Oni_Trailer_E3_1998_fixlarge.avi 320x214] (AVI, 7 MB, DivX compressed)
:[http://edt.oni2.net/files/Oni_Trailer_E3_1998_fixlarge.avi 320x214] (AVI, 7 MB, DivX compressed)
For the first one, the first seconds are corrupt.


The last two have the corrupt frames fixed, but the image quality is maybe not as sharp due to resizing and compression.
The first seconds of the original video will appear corrupted due to missing keyframe data. The last two have the corrupt frames fixed, but the image quality is not as sharp due to resizing and recompression.


;Soundtrack
;Soundtrack
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===Frame-by-frame breakdown===
===Frame-by-frame breakdown===
*This is copied from [https://marathon.bungie.org/story/newmay-june98.html here]. Since so little was known at the time about Oni, and Oni itself was yet to be revamped, this is more interesting for historical purposes than it is informative.
*This is copied from [https://marathon.bungie.org/story/newmay-june98.html here]. Since so little was known at the time about Oni, and Oni itself was yet to be revamped, this is more interesting for historical purposes than it is informative.
*I deliberately didn't edit the text. [[Konoko]] being called Kokono and Koko... datz kewt :)
*I deliberately didn't edit the text. [[Konoko]] being called Kokono and Koko... datz kewt :) --[[User:Geyser|geyser]]
*Notes from me are in '''''bold italics''''' [[User:Geyser|geyser]]
*I'd love it if people made the snapshots the guy is talking about... or I'll have to do that myself at some point :(


{{Divhide|Post by Forrest Cameranesi, June 19, 1998}}
{{Divhide|Post by Forrest Cameranesi, June 19, 1998}}
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First off, the name "Oni". I heard somewhere that this is a Chinese (Japanese?) deity. In the end of Infinity, it is revealed that the Player is "Destiny" (I doubt that's his name), implying that he has some cosmic signifigance, a god of sorts.  
First off, the name "Oni". I heard somewhere that this is a Chinese (Japanese?) deity. In the end of Infinity, it is revealed that the Player is "Destiny" (I doubt that's his name), implying that he has some cosmic signifigance, a god of sorts.  
;See the What's New section (May 29, 1998) for details on the Japanese name "Oni". [helpful Hamish]
:Speculation is rife about Bungie West's new game revealed at E3. A 3D "full-contact" fighting game, codenamed "Oni". Allegedly the main character is female. Lara Croft on steroids? The word "Oni" is in fact taken from Japanese culture.
:*The Japanese Oni appears in legends, children's stories and proverbs as a horned, fearsome being and is usually translated into English as "demon", "devil" or "ogre", but, in fact, the Oni's true nature is much more complex and ambivalent. The Oni has two conflicting faces, the demonic face of the "destroyer" and the godlike, beneficent face of the "protector".
:*There is a well-known Japanese saying: "Oni ni kana-bo" translated literally as "Oni with an iron rod".
:A case of "Ingue Ferroque" perhaps? ;-)
*'''''For more information on the origin of Oni, see [[Oni|here]]
*'''''Although the Marathon level ''is'' called "Ingue Ferroque", the actual Latin phrase is "igne ferroque".


After the scene where her silhouette is sliding across a city skyline, there's some fly-through of a big green techo-sphere with a spinning logo (the Oni logo). Upon closer inspection, you can see number and letters flying across the screen, in the same shade of green and very translucent so it's hard to tell.  
After the scene where her silhouette is sliding across a city skyline, there's some fly-through of a big green techo-sphere with a spinning logo (the Oni logo). Upon closer inspection, you can see number and letters flying across the screen, in the same shade of green and very translucent so it's hard to tell.  
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After that green scene above, as she's running across rooftops, there's the slanted two-ring symbol fading in and out and the rings alternating red and black. As she jump across a beam and the camera flies through it, you can see there are also word around it (as you already pointed out). Also, as it fades from one view to another you can see the words as well (I think this is the shot you posted on your page).  
After that green scene above, as she's running across rooftops, there's the slanted two-ring symbol fading in and out and the rings alternating red and black. As she jump across a beam and the camera flies through it, you can see there are also word around it (as you already pointed out). Also, as it fades from one view to another you can see the words as well (I think this is the shot you posted on your page).  
;Yup. [helpful Hamish]


At the end of the rooftops scene, she jumps off (and how many humans do you know who casually jump off rooftops like that?).  
At the end of the rooftops scene, she jumps off (and how many humans do you know who casually jump off rooftops like that?).  
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*The font used for the taglines ("a dark future", etc.) is [https://store.typenetwork.com/foundry/fontbureau/fonts/agency-fb Agency FB] (bold condensed).
*The font used for the taglines ("a dark future", etc.) is [https://store.typenetwork.com/foundry/fontbureau/fonts/agency-fb Agency FB] (bold condensed).
**(The closest mainstream font family is Metropol -> Press Gothic -> Soft Press; Agency has taller ascenders for 'b', 'f', 'd', etc.)
**(The closest mainstream font family is Metropol -> Press Gothic -> Soft Press; Agency has taller ascenders for 'b', 'f', 'd', etc.)
*The meaning of the "matrix code" visible during the taglines is examined [[Oni matrix|HERE]].
*The meaning of the "matrix code" visible during the taglines is examined on the [[Oni matrix]] page.


===Features===
===Features===
Much of this content and functionality was not found in the final product which shipped in 2001. For instance:
Much of this content and functionality was not found in the final product which shipped in 2001. For instance:
*Level design: Downgraded for performance reasons
*Level design: Downgraded for performance reasons.
*Lightmapping: Replaced by vertex lighting for same reason
*Lightmapping: Replaced by vertex lighting for same reason.
*[[Iron Demon]]: Scrapped due to time constraints
*[[Iron Demon]]: Scrapped due to time constraints.
*Animated computer screens: Did we mention performance reasons yet?
*Animated computer screens: Did we mention performance reasons yet?
*Different, "better-looking" Muro: Artistic differences between character designers
*Different-looking Muro: "Friendly rivalry" between character designers.


The cut features and changed/removed pre-beta content are detailed in [[Pre-beta features]] and [[Pre-beta content]].
The cut features and changed/removed pre-beta content are detailed in [[Pre-beta features]] and [[Pre-beta content]].


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

Revision as of 19:12, 3 December 2023

There have been two trailers for Oni: the unofficial, "banned" 1998 trailer and the official 1999 trailer, with which more fans are familiar.

1998

Bungie fans noted the similarity between this Oni art and the cover of issue 4 of the Ghost in the Shell manga.
Still frames uploaded from the trailer can be see HERE.

At the time this trailer was made, Oni had only been in development for a year. There was probably no actual gameplay footage that the team felt was decent enough, so this CG trailer was produced by the two main artists for the game, Alex Okita and Chris Hughes, as well as Steve Abeyta. Abeyta revealed in an Oni Central Forum thread that "[i]t was my first try at animating since I was hired on as an environment artist." His skills would improve amazingly by the time Oni was released.

The trailer, however, did not fare as well. Alex Seropian was rather displeased that the Bungie West team had taken it upon themselves, as a satellite studio, to advertise the game with their own self-released trailer before any in-engine footage was available or the feature set was locked down, and asked game journalists to cease hosting it. It was quickly taken down from many parts of the early Web.

Notable elements:

  • This was a trailer for the pre-Hardy Oni; the story originally had Konoko as a cyborg before Hardy LeBel was brought in as Story & Design Lead.
  • Konoko still had markings under her eyes1998 trailer 30.png which at the time denoted a cyborg, not an SLD (they also had the unfortunate effect of making her eyes look huge when shown too quickly or from a distance).
  • Many complex melee moves are utilized by Konoko that were never implemented into the game, although at least one such move actually was used: the Lariat (at 0:58).
  • Various pre-Lorraine concept art can be seen flashing across the screen.
  • An older "Oni" logo1998 trailer 96.png was being used at this time.

Resources

Versions
180x120 (MOV, 11.5 MB, original QuickTime streaming video)
176x118 (AVI, 4.5 MB, DivX compressed)
320x214 (AVI, 7 MB, DivX compressed)

The first seconds of the original video will appear corrupted due to missing keyframe data. The last two have the corrupt frames fixed, but the image quality is not as sharp due to resizing and recompression.

Soundtrack
Known as "Trailer" or "Oni Trailer"
Available on the promotional CD

Frame-by-frame breakdown

  • This is copied from here. Since so little was known at the time about Oni, and Oni itself was yet to be revamped, this is more interesting for historical purposes than it is informative.
  • I deliberately didn't edit the text. Konoko being called Kokono and Koko... datz kewt :) --geyser

1999

1999 trailer logo.jpg
Still frames uploaded from the trailer can be see HERE.

The 1999 trailer debuted at E3 in May 1999 so it was known as the "E3 trailer" for a while. Now we call it the 1999 trailer to differentiate it from the 1998 trailer.

Resources

  • The original video file is HERE (MOV, 320x180, 46.8 MB).
  • It's been uploaded to YouTube HERE.
  • The soundtrack, known as "Konoko Chase", is available in higher quality on the promotional CD.
  • The font used for the taglines ("a dark future", etc.) is Agency FB (bold condensed).
    • (The closest mainstream font family is Metropol -> Press Gothic -> Soft Press; Agency has taller ascenders for 'b', 'f', 'd', etc.)
  • The meaning of the "matrix code" visible during the taglines is examined on the Oni matrix page.

Features

Much of this content and functionality was not found in the final product which shipped in 2001. For instance:

  • Level design: Downgraded for performance reasons.
  • Lightmapping: Replaced by vertex lighting for same reason.
  • Iron Demon: Scrapped due to time constraints.
  • Animated computer screens: Did we mention performance reasons yet?
  • Different-looking Muro: "Friendly rivalry" between character designers.

The cut features and changed/removed pre-beta content are detailed in Pre-beta features and Pre-beta content.