So even though we've made games in different genres, they've always been about action. Konoko's special martial arts moves are done with key combinations. For example, a player might hit the kick key once to kick forward, then hit it once while moving backward and jumping, to do a spinning backward kick in midair. As in Myth, we want to focus on the action. Also in contrast to other third-person action games, the movement of Oni's characters will be a lot smoother due to the use of interpolation in the animations.
Interpolation allows one animation sequence to blend smoothly and instantaneously into other ones.
With interpolation, a run can turn into a jump at any time, making the character instantly responsive to player commands. That's a tough one. Probably the freedom to choose various ways of dealing with a particular situation. The AIs have various levels of aggression, and these levels can change depending on the situation - a night watchman might be bored, and not react so aggressively if you attack him, whereas a combatant in the middle of a battle will have a very high level of aggression. Actually, Myth showed the same thing before either of those games, but in a strategy setting - since it took place on a 3D terrain it made sense to have positional sound sources.