Oni
Platform:
PC / Mac / PS2
Release
Date: Out Now
Bungie.
When
you read that word, what first came to mind? I’d wager it would be one of two
things: either a death defying recreational form of jumping involving a long
length of rope that you’d pray wasn’t contracted to the lowest bidder, or if
you’re a video game enthusiast, you probably thought of Bungie, the company
responsible for Halo.
Say
what you will about Halo, but it
contributed significantly to the console scene as we know it today. It, I would
argue, single handedly entrenched the original Xbox and allowed it to survive a
burgeoning release against the very popular Playstation 2 until the third party
library it had became more plentiful, and one has to wonder what the console
market would be like without it having allowed the Xbox to take root as a brand
name. Yet Bungie’s work does not just include Halo (and Destiny), and
prior to their commercial magnum opus they had created such games as Marathon, which was released in 1994 as
a sort of Mac only equivalent to Doom
and showed the possibilities of first person shooters both technically and
narratively, quite an achievement for the time. Myth was their follow up as a
fantasy strategy game which focused on micromanagement rather than base
building, and like Marathon that was
also a critical and commercial success. What followed was the subject of
today’s review, Oni, the only game
released by Bungie West prior to the buyout of the studio as a whole by a
Microsoft, and where Marathon and Myth are critically acclaimed if
somewhat obscure classics and Halo is
the cash making juggernaut that gave Bungie license to build a Scrooge McDuck
money pool. Oni stands alone. It is
Bungie’s odd one out in their back catalogue, neither as well loved or
remembered as Marathon/Myst or the goldmine that is Halo, and that is perhaps because it
stands out as what I can only describe as a kind of a mad science project.
Oni is
set in the year 2032 and if the game’s cover art at the beginning of this review didn’t clue you in, the
setting, plot and style of the game draws heavily from Ghost in the Shell. Our protagonist, Konoko (voiced by some lady you’ve
probably never heard of before…) is an agent for the TCTF, the Technological
Crimes Task Force, or as I like to call them, the RIAA of the future. The
planet is on the brink of ecological collapse and the totalitarian world state
of the World Coalition Government maintains an iron grip on its populace.
However, a crime syndicate called... The Syndicate… has set in motion a
terrible plan that Konoko must thwart while also learning the truth of her own
mysterious origins.
About
the best comparison I could make for Oni
is to liken it to something like Sleeping
Dogs minus the open world aspect (which I’ll get back to later). The game
is all about third person brawling and gunplay with a bit of platforming to
boot as you pilot Konoko through levels knocking seven different kinds of
stuffing out of enemies while occasionally engaging in light jumping, puzzles
and even laser traps and turrets. Stealth is an option also but only at certain
points and is nowhere as robust as the actual fist fighting but its presence is
not unwelcome for the few times it is useful.
Konoko’s
movement feels unfortunately a bit tanky at times. It isn’t quite as sluggish
as the likes of Resident Evil but for
a game based around hand to hand combat it harms the fluidity markedly. Oddly
enough this is compensated by the lack of a lock on feature: all melee attacks
you make must be directed manually by yourself. There is some auto aim with the
ranged weapons but beyond that you’re on your own with landing your hits
accurately. This has the somewhat contradictory effect of making Konoko’s tanky
movement feel less constraining in combat as you’re not being guided by an
invisible hand, but also can cause some frustration, particularly as enemies
will attack you from off camera without hesitation unlike in most spectacle
fighters. Platforming segments can also prove annoying particularly with the
laser trap segments as in order to sprint you must double tap the forward key
or the stick forward rather than the more intuitive and modern idea of a sprint
button, so obtaining the necessary motion to make certain jumps is not exactly plain
sailing.
But
when the combat works, it works magnificently. The sound design of Konoko’s
attacks lend themselves to a bone crunching, brutal affair as you rain blows on
opponents with a variety of visually pleasing kicks and punches, including a
dashing command throw that snaps an opponent’s neck *and* uses them as a pivot
for a spinning kick to other enemies nearby, although sadly Konoko lacks the
one inch punch. She does however gain new moves as the game progresses and each
of them provide another satisfying addition to her arsenal, including the super
moves replete with anime move name calling (but no speed lines sadly) such as Devil Spin Kick or Rising
Fury. Blocking is accomplished just by facing the opponent directly and unlike
more modern brawlers like Rocksteady’s Arkham series there is no counter
feature. I wouldn’t say the fighting system is deep, as it’s just about finding
openings and not taking damage rather than any deeper strategy, but the lack of a freely available
counter move is a refreshing throwback. The AI is also actually decent, with enemies moving for guns dropped on the floor if they're close by and using some surprising attack strings that can lead into throws, catching you off guard if you're playing complacently.
Level
design, however, is one area that Oni does not do well in. In one of those strange advertising bullet points that sounded far better in the boardroom than in
practice, Oni’s back of the box blurb once stated that the game’s level were
“designed by real architects” and boy does it show. Levels feel like lifeless
mannequins, undressed and naked with the barest of details and not a drop of
verisimilitude. The offices of the TCTF Headquarters for example are mostly
just boxy corridors and rooms filled with steam tanks, desks with information
terminals and little else. Half Life,
a game that preceded Oni by three years, had environments that lived and
breathed far more than Oni’s dusty and drab mausoleums that pass for levels
ever did. Only the Rooftops and the dream sequence level show any kind of
atmosphere or redeeming elements to their design that elevate them beyond
little more than an exercise in rudimentary geometry.
The
story similarly feels without much meat sadly. While I don’t doubt that the
makers of Oni were enamoured with anime and Ghost in the Shell in particular,
there isn’t much to note in the game itself. The game’s big twists don’t
redefine Konoko’s character in any way, and furthermore unlike Major Kusanagi
she never asks the big “Who am I?” question in any way beyond testing it at a surface level.
There is a moral choice later in the game that while seemingly probing of
Konoko on the surface has no real outcome on the game’s plot beyond the form of
the final boss (note that I said form, not that it's a different character) and
the logical pathway of the decision leading to you fighting this alternate form
makes no sense whatsoever. It would be like saying that dating Tifa instead
of Aeris at the Golden Saucer in Final Fantasy VII causes you to fight
Yogg-Soggoth instead of Sephiroth at the end of the game; it's just a non causal path from A to B.
The
aesthetics of the game at least are above par, with the graphics being okay for their time
and the various enemy types visually memorable; particularly the Tankers
who just simply CAN'T BE TOPPED, as they are fond of saying. The guns range
from basic pistols to a cannon that shoots a wailing soul sucking spirit at
enemies (basically the Kim Kardashian rifle), so there’s plenty of variety
there, although ammo is scarce by design. I also pointed out before that the
sound design is pretty solid in melee, but the guns also have a good feel to
them, and the music is used well to give levels atmosphere where they otherwise
fail visually to create such sensations. Particularly of note is how lengths of
silence are used in place of music to help punctuate certain sequences that
elevate them above middling fare. Indeed, the game’s greatest feature is an
unofficial “New Game+” mode activated by cheat codes (remember when they were a
thing?) that allows you to play as any character in a level, replete with their
movesets, which is hugely entertaining. Want to play as Muro in the Airport
level and destroy people Jet Li – The One style? You can!
But
none of this unfortunately brings Oni beyond what it is: an undercooked game.
Yet let’s not misunderstand this metaphor. Oni feels like it had potential as
raw material, but for whatever reason: time, technology, money, direction (or
the lack thereof of any of the aforementioned things) it didn’t quite come
together. I had fun with it, certainly, but I feel like it could've been a true classic in other circumstances. A more modern open world design would’ve done wonders for the story,
atmosphere and gameplay, plus a few other touches like lock on for example.
Just thinking about the likes of Platinum handling this game makes me salivate.
Yet,
what we have is what we have, a strange misfire from Bungie that either because
of or in spite of Halo’s success has become part of their history as the
forgotten redhead of their family. This is reinforced by how relatively hard
the game is to get hold of: it’s not on the PSN store in the PS2 library (and
then there’s the issue of backwards compatibility for PS2 copies on the PS3,
thank you very much Sony…) and the
PC version is not on Steam, Origin, GOG.com or even for sale from official
retailers online such as Amazon, instead being sold second hand. I obtained my
copy for around £20 but a more recent search on Amazon turned up copies being
sold for £35 or more, at least at the time of writing.
Oni is a curiosity, an experiment I’d argue. But not a failed one, rather one
that didn’t bear the results Bungie might have hoped for due to insufficient
resources. Yet even testing that bears no significant results can be useful in
the world of science, and here with this game if you can obtain a copy easily
and cheaply enough, I’d certainly recommend it as a taste of Bungie before
Halo became their raison d’etre, and of a game that might have been so much more.
N.B. - A
word of warning to PC or Mac users who buy this game: Oni will likely not work on modern
systems without patching. Use this to get the game to run.
- - You thought Shadon1010 wrote this
review, but, it was me, Dio!
Another game that time forgot!
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