Oni
| Filename | oni_macintosh.zip |
|---|---|
| Size | 377,687.2 KB (386751658 bytes) |
| Year | 2001 |
| Mac OS | 9 |
| Architecture | PowerPC |
| Downloads | 12 |
Bungie West's January 2001 third-person action game pairs Hong Kong-style hand-to-hand combat with a thin layer of gunplay, all wrapped in a deliberate Ghost in the Shell homage. Konoko, a young agent of the authoritarian Technological Crimes Task Force, breaks rank and fights her way through a 2032 cyberpunk city that her own employers have spent decades poisoning.
Setting and story
The year is 2032. Earth's biosphere has collapsed under industrial pollution, and the World Coalition Government has built a network of Atmospheric Conversion Centers to make the surface breathable. Konoko, voiced by Amanda Winn-Lee of Evangelion fame, is a TCTF agent assigned to raid a Syndicate operation — and discovers, in stages, that her own physiology, her brother's research, and the conversion centers themselves are tied together in ways the TCTF have spent her entire career covering up.
The script and visual language borrow openly from Mamoru Oshii's 1995 Ghost in the Shell and Katsuhiro Otomo's Akira — the cyborg-protagonist motif, the corrupt-government plot, the industrial color palette. Original concept work imagined Konoko as an overt cyborg before the team settled on an organic genetically engineered protagonist.
Gameplay
The combat is the headline. Konoko has roughly thirty unarmed moves, unlocked progressively, with a punch/kick/throw system that strings into combos and counters. Around ten firearms — handguns, rifles, energy weapons — are scattered through the levels, but ammo is scarce and the AI is much better at trading bullets than at trading punches.
There are no health pickups, no medkits, no regenerating health. Hypos and small power-up shrines are the only restoratives, and the campaign deliberately rations them. Levels are large interior spaces — warehouses, labs, atmospheric conversion plants — connected by linear story beats and the occasional set-piece chase.
Engine and technical changes
The custom engine, internally called the Oni Game Engine, ran on Windows, Mac OS, and PlayStation 2 from a single shared codebase — unusual at the time — and supported the dense melee animation system that was the project's reason for existing. There was no multiplayer at launch despite early promises; the team cut it to ship.
Development and release
Oni was Bungie West's only release. Development began in 1997 under Bungie Software, and the studio was midway through the project when Microsoft acquired Bungie's main Chicago office in 2000 — a deal that explicitly excluded the Oni IP, which Take-Two retained. The game shipped on January 29, 2001 for Windows, Mac OS, and PS2, with Gathering of Developers handling Mac/PC and Rockstar Games handling the console.
Reception and legacy
Reviews were mixed-to-positive — Metacritic 73 on PC, 69 on PS2 — with critics praising the animation and the melee/gunplay blend while criticizing repetitive environments and the missing multiplayer. Domestic sales were around 50,000 by October 2001. A long-running fan modding project, the Anniversary Edition, has continued patching the game and expanding its content into the 2020s.
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