Oni Review:
Graphics:
Oni is fortunate in
possessing the most
articulate animation ever
seen in a 3D action game.
Our nimble hero and her
enemies can perform a
sweeping range of prize
fighting acrobatics -- and
each beautifully executed
move segues flawlessly into
the next. Konoko might
flatten an opponent with a
series of hard-hitting jabs,
then spin, roll under the
thrust leg of a second
adversary, spin again, grab
her dazed rival and tumble
backwards, hurling him to
the concrete. All this is
done without Konoko breaking
a sweat or tearing a single
polygon. Even more
impressive is how the
characters seamlessly
interact with one another
during a fight due to the
amazing collision detection.
Perform the self-explanatory
Devil Spin Kick and watch as
the enemies surrounding
Konoko snap back and fall to
the ground as her foot
connects with their chins.
Or watch, breathless, as
Konoko leaps into a Crescent
Moon Kick to knock an
opponent out of the air,
stopping him mid-leap as
though he had slammed into a
brick wall. Also cool is how
each character realistically
responds to the forces of
combat. To see the effect,
load
this screenshot
of our heroine being
propelled forward, arms
spread wide and torso bent,
after being fired at from
behind. Oni, without
a doubt, features a perfect
union of gameplay and
animation.
If
Oni did not dazzle us
with its melee combat, it
might be easier to notice
some of its graphical
shortcomings, such as the
immobile, lockjawed
characters in the cinematics
and the sparsely textured
walls. The different
settings are another mild
disappointment. Although
Oni features impressive
locations, such as an
airport terminal complete
with huge jetliners, the
environments all have the
same stripped down,
high-tech feel, which gets
boring. Still, when all hell
is breaking loose, it's not
hard to ignore these things
and get drawn into the
bone-snapping combat. Plus,
Oni's overall visual
presentation is far from
disappointing. The artists
did a good job at giving the
characters an anime-esque
appearance, with our hero's
clumped coif being
reminiscent of Cloud from
Final Fantasy VII,
for example. Further, the
framerates remain smooth up
to and including the
resolution of 1024x768,
whether using 16- or 32-bit
color.
Interface:
Oni’s interface is
functional but has some
unfortunate shortcomings.
The in-game HUD is inspired,
though I had problems
interpreting all the
information Bungie crammed
into it. The HUD consists of
two modules located at
either side of the bottom of
the screen. Each one is
round and offers a wealth of
information at a glance: One
indicates health and
power-up status as well as
the direction from which
damage is coming; the other
compiles weapon and
ammunition data and
incorporates a compass that
points toward the next
objective. Becoming good at
scanning the various
semi-circles, notches and
status bars for information
requires effort, in part
because the weapon and
ammunition icons, which are
different for each gun, are
obscure to a fault. Plus,
the modules are too
cluttered. Reducing the
HUD's staggering load are
the varying splashes of
color that surround a
character when he or she is
hit, eliminating the need
for more status bars. It
seems that Bungie wanted to
leave the game screen in
ship-shape while presenting
as much information as
possible in the HUD, and in
time, I learned to run with
it.
Coming to the rescue is a
help screen that deserves
thunderous applause for the
amount of information it
places at users’ fingertips.
Pressing F1 brings up: a
description of the current
mission and a hint for how
to approach it; descriptions
of the weapons and items; a
control list; a map of the
HUD; and notes describing
how to perform different
moves. These notes include a
screenshot of the selected
move and an explanation of
how to perform it. I cannot
stress how invaluable this
help screen was throughout
the 14 missions. Because a
picture is worth a thousand
words, here are two
screenshots, one of
the notes
describing how to perform a
particular move and one
showing the
HUD map.
So
far, so good, but spend a
little time with Oni
and a few imperfections come
to light. The main problem
is that Bungie did not
follow through with
comprehensive control
support. Given that this
product is focused on melee
combat, gamepad support is
essential, but not included;
users are going to have to
be content with using the
good ol' keyboard and mouse
combo. Also surprising is
the primitive process for
reconfiguring the controls:
A text file in the Oni
folder can be used to
re-bind the controls, but it
is not possible to change
them within the program.
Although the control mapping
uses the "w-a-s-d" format
popular with PC shooter fans
-- and I had no problems
using the default
configuration -- this could
be a point of contention for
some users. One final
criticism is that the
Options Menu cannot be
accessed once a game has
been launched, so adjusting
the audio and graphics
requires quitting to Windows
and relaunching. This is
unfortunate, since Oni
offers a bang-up selection
of options for adjusting the
visuals, including sliding
bars for detail and gamma
settings.
Gameplay:
Despite containing separate
fragments pulled from
adventure, 3D action and
fighting games, Oni
does not come across as
being assembled from spare
parts. Each mission requires
that users locate the means
of access to the next area,
grab a weapon and shoot an
opponent, and battle it out
to the finish with fists
raised. Although melee
combat is emphasized, at no
time does the shooting
action or the exploration
feel slapped on or
ungraceful. One sequence
during the fifth mission
requires Konoko to jump
through motion lasers and
run into a room where two
enemies are located. Since I
was low on health, I used
the Plasma Rifle to shoot
down one of the foes as I
hopscotched over the last
laser beam. I then ran into
the room and beat his friend
down -- with the weapon in
hand -- before accessing a
computer terminal and
opening the next area. This
sequence demonstrates how
Oni's diverse elements
stand together.
The
control mapping is
brilliant, not just for its
use of a small subset of
commands, but how it
incorporates an
all-embracing number of
moves into the standard
"w-a-s-d" configuration.
Basic movement, offensive
and defensive maneuvers,
grabbing and dropping items,
and executing combos are all
performed with a few simple
taps, depending on the
context. For instance,
pressing Forward+Punch while
standing in front of an
opponent performs a throw;
running and hitting Punch
near an opponent performs a
Running Lariat, demonstrated
in
this screenshot.
This setup encourages a lot
of experimentation with
different combinations, and
prize-fighting alchemists
will not be disappointed
with the results. I remember
being stunned as I was
chasing a guard who was
heading for an alarm and
somehow lunged at him from
behind, dropping him to the
ground. But this was nothing
compared to my surprise the
time I crouched, jumped up,
and hit Punch at the same
time as an antagonist was
bearing down on me. The
payoff was a fierce blow
that sent my opponent
reeling back.
This powerfully
comprehensive set of attacks
and parries would be
meaningless if the different
moves were too difficult to
pull off, so the good news
is that executing each
isolated action is quite
simple. However, becoming
skilled at performing them
during the fast-paced
fistfights is another matter
altogether. For instance,
one of the technical
challenges to becoming
successful at Oni is
overcoming old 3D shooter
habits, such as pressing and
holding down different
movement keys during combat.
Even the basic moves in
Oni require gamers to
reposition their fingers,
letting off of certain keys
before hitting others. I
spent more time executing
the wrong action rather than
the right one during the
first few missions, with the
crucial escape moves being
the hardest to perform. But
with time and practice, I
got better. To the
designers' credit, our
heroine's response time is
instant. Getting one's
fingers in the right places
at the right time during the
heat of battle is a constant
challenge; learn to do that
and Konoko will tend to the
rest.
One
of the more interesting
aspects of Oni's
design is the
over-the-shoulder
third-person camera, which
remains the same distance
from Konoko at all times.
This involves slipping the
camera behind walls that
become transparent. Although
I found this distracting at
first, I appreciated not
having to contend with a
camera that dipped in and
out of the action and got
cramped up in corners. The
one drawback to this
approach is that it enables
users to see if there are
enemies behind closed doors,
as
this screenshot
demonstrates. Once, I was
able to position the camera
so I could see an opponent
coming down a staircase.
This allowed me to time
Konoko's punch as he turned
the corner.
So
what's stopping me from
slapping a perfect five
stars up there? Three words:
There's no save game option.
All right, that's five
words, but I also lost count
of the number of times I
wanted to give up on Oni
because I was forced to
endure a sizable portion of
a mission a second, third or
fourth time. I realize I am
climbing onto a soapbox
here, but I found it
frustrating to lose up to 15
minutes of progress because
an unseen guard started
firing his Uzi at me while I
was beating up his friend;
or because I misjudged one
last leap across a pool of
acid before reaching the
next save point. However,
this missing feature failed
to ruin one of the most
thrilling action games I'd
encountered in ages. In a
word, the melee combat is
sensational, and I am glad I
pressed on through the
tougher moments.
Multiplayer: There is
no multiplayer option in
Oni.
Sound FX:
In comparison to other 3D
action releases, Oni's
soundscape is somewhat
reserved, though Bungie
pulls off a beguiling stunt:
turning the biffs, baffs and
booms of the old Batman TV
show's fight sequences into
the audio subtext for a PC
game. Perhaps that's an odd
comparison, but it's the
first thing that came to
mind when I heard the
enemies' hard-hitting slaps
and guttural cries of pain.
This is fun stuff to turn up
loud when no one's home,
though doing so reveals that
there's not much ambience
other than the occasional
whirring of a machine or
hissing of steam. Sure,
battle cries can be heard
far off in the distance, but
in general, an ironic
silence prevails in-between
fights -- save for our
hero's ever-clapping
footsteps. This is not
disappointing, though,
because Bungie pumps up the
volume when the fisticuffs
start. As with the
animation, the audio effects
and whirlwind action are
intimate friends. Punches
and parries all sound
unique, informing us about
what is happening onscreen,
and the impeccable timing of
the effects offers one more
blessed assurance of having
landed that perfect
triple-blow combo. Enemies
will even shout out special
moves before performing
then, allowing our heroine
time to prepare her defense,
or express surprise when
turning a corner and seeing
Konoko poised for battle. I
am also glad to report that
the cinematics were not
ruined with poor voice
acting; rather, the actors
all turned in solid
performances.
Musical Score:
Oni has a great
opening theme, and Bungie
was wise not to force tunes
on top of each fight or the
exploration sequences.
Instead, a brief musical
outburst or extended
atmospheric loop will occur
at dramatic moments to
increase the tension. Other
than the opening theme,
which pulses with electric
tension, there's nothing
memorable, but that's all
right. Something more
constant would have been
distracting.
Intelligence &
Difficulty:
Oni does not so much
move from fight to fight as
it progresses from one
challenge to the next.
Because of how the automatic
save feature works, each
section between saves is an
isolated challenge that
requires careful planning
and execution. In this
sense, the mission designs
are some of the toughest
opponents gamers face in
Oni. For instance, the
second part of the third
mission requires Konoko to
scale three stories, hitting
three computer terminals to
access a new area in the
process. An open central
court allows enemies to rain
constant death from above as
our champion battles other
opponents, so stealing a
projectile weapon to counter
their assault is of utmost
importance. Bungie cheats
here, scripting enemies that
were nowhere in sight
moments before to pop into
enclosed rooms, adding to
the challenge but also
diminishing the sense of
realism. Following numerous
attempts to hit all three
terminals, I succeeded, and
then entered a huge,
multi-tiered room full of
pistol-packing enemies. The
goal was to get to the other
side and hit the exit
switch, but I could never
seem get through the first
part of the mission with
enough health. Time,
determination and a few
expletives later, I
accomplished this goal and
faced one final challenge:
jumping across biohazardous
waste. Mistiming the final
jump and dipping into the
goo before reaching sweet
sanctum, I shouted out new
combinations of the
aforementioned four-letter
words. It was frustrating to
have to start the mission
over again, but intensely
gratifying when I succeeded.
There are three difficulty
levels that can be chosen
from the Options Menu before
starting a new game, and
each one is tailored to
different levels of
expertise. On the easiest
mode, enemies require very
little damage before being
knocked out, and are much
less aggressive in terms of
performing combinations and
throws. It is also easier to
pull off your own
combinations and throws
because the opponents'
response time is slower. At
the other end of the
spectrum -- the hardest mode
-- sits a growling, hissing
creature in an unlit room.
Curious, I stepped in, but I
soon made a hasty exit
before seeing the full,
gaping maw of the beast. The
normal mode is the best
setting for players wanting
a balanced experience. It's
challenging, but not
impossible, and demands that
players improve their skills
and approach each
self-contained area with a
solid war plan.
In
terms of artificial
intelligence, enemies in the
distance tend to be
nearsighted and suffer from
attention deficit disorder.
For instance, a far-off
opponent might stand idle as
Konoko fights in plain view.
Should he see her and run
toward her, he will stop and
return to his patrol if she
strafes behind a corner --
even if she's hit him with a
projectile. I understand
that good help is hard to
find, but c'mon. However,
their outstanding
situational awareness during
close quarters combat is
devastating. Sure, the
enemies will grab guns that
others have dropped and use
them, but the timing of
their defensive maneuvers
and their proper use of
combos startled me time and
again. Oni's acute
battle code enables
opponents to roll to one
side when Konoko lashes out
with a sudden punch, and
gives them the awareness to
perform a throw or combo
when Konoko misses a kick
and is momentarily
vulnerable. During combat,
there is a strong sense that
we are fighting opponents
who are are conscious and
alive, not just the result
of some A.I. programmer's
overachieving algorithms.
There are a couple foibles:
For example, enemies are
defenseless when turning
corners, allowing our
purple-haired heroine to get
in a few freebies, and if
gamers can position Konoko
behind an opponent as he
gets up, it's too easy to
pull off a throw. Still,
even though the A.I. is
balanced in favor of players,
the enemies are great fun to
watch and, on the proper
settings, provide a superb
challenge.
Overall:
Oni stuns the
third-person action scene
with a powerful uppercut to
the jaw. Bungie has never
put its hand to a bad
product, and its latest
offering is a passionate
protest against dull games.
Some of the previews I read
leading up to Oni's
release equated it to
Tomb Raider, and
although this was inevitable
due to the use of a
third-person perspective and
a female lead, the
comparison is a poor one.
Oni's action seeps with
voltage, demands hard things,
and at times causes
smoldering frustration. That
it is also irresistibly fun
is a testament to its
outstanding design and
spectacular, cutting-edge
animation. A couple of
things could use polishing
in a sequel or expansion,
such as the unfinished
interface and the A.I., and
it would be nice to see the
next title better leverage
its 3D environment --
imagine grabbing a pipe and
swinging around it to hit
enemies or access a new area.
But for now, Bungie has hit
all the right notes. There
are different ideas out
there about what people want
in an action hero, whether
it's lithe, acrobatic Lara
clones or muscle-bound
marines. For me, a woman who
has to depend on herself and
her fists, and does, is
sufficient.
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