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Onimusha

Onimusha: Way of the Sword is one of those rare game previews that made me think 'OK, yeah, I'm going to Platinum this one'
Game Reviews

Onimusha: Way of the Sword is one of those rare game previews that made me think ‘OK, yeah, I’m going to Platinum this one’

by admin August 20, 2025


Way back in 2016, I downloaded and played the first Nioh public alpha. Team Ninja, the veteran action game developers behind Ninja Gaiden and Dead or Alive, working on a game that took inspiration from Dark Souls, was too much of a perfect idea to ignore. Within 10 minutes of playing that alpha – which was so bastard hard the devs had to tune down the difficulty for the next demo, and consequently the full release – I knew something to be true: I would get the Platinum trophy in this game.

Onimusha: Way of the Sword

  • Developer: Capcom
  • Publisher: Capcom
  • Platform: Played on PS5 Pro
  • Availability: Out 2026 on PC (Steam), PS5, Xbox Series X/S

Fast-forward nine years, and here I am, sitting on a PSN account with two Platinums each for Nioh and Nioh 2 (thanks, PS5 versions). Those games struck a chord with me: the mythological fantasy setting of Sengoku-era Japan scratches an itch I didn’t even know I had, and the fighting-game inspired, stance-based combat that has grown and mutated into something deep and mechanically satisfying represents a high tide in the action-RPG genre only rivalled by FromSoft, in my humble opinion.


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I had that same sense of instant rapport with Onimusha: Way of the Sword. On paper, the Nioh games and Capcom’s reboot of its 10th best-selling franchise are very similar: linear, hardcore action-RPGs with an emphasis on combat and a deft use of horror elements to make the setting of Japan in the 1500s seem even more threatening. Onimusha – despite being packed with demons and supernatural elements – is slightly more grounded than Nioh has ever been, though: in playing as Miyamoto Musash, a legendary Japanese swordsman based on a real historical figure, your movements and reactions are more realistic than William Adams or Hideyoshi’s ever were in the Nioh games.

The result, in your hands, is a character that is lithe, responsive, and precise. In a hands-on preview at Capcom’s offices ahead of Gamescom, I got to play a 20-minute demo that pushed Mushashi through a dark, gloomy castle under the control of Musashi’s real world rival, Sasaki Ganryu. The demo culminates in a battle with the storied samurai, and it was in this encounter I thought ‘yep, I’m going to 100 percent this game’.

Image credit: Capcom

The fight itself is fast and brutal: in true Soulslike style, Ganryu gets a big health bar across the top of the screen, and – once more like Nioh – a stamina bar, too. The core mechanic in Onimusha: Way of the Blade is a light/heavy attack system, supplemented by dodge rolls and parries. Now, I’m the sort of player that basically never uses the guard button in Souls games (Dex builds for life), so the dodging/parrying system in Onimusha felt like coming home. As far as I could tell, you can parry every attack from the boss, though some (like his flying overhead stomp that looks like something out of Tekken) are often better dodged, since the ‘bullet time’ effect you get from ducking out of the way and the window it opens up are more reliable than the tight timing required to parry more effectively.

Other attacks, though, such as his more general sword slashes, are more telegraphed, and easier to time. A successful parry will see Mushashi either respond with a dedicated animation and attack that will inflict a decent amount of damage, and drain Ganryu’s poise, or set you up for a nice combo where you can risk heavy moves instead of the less-impactful flurry of light attacks you’ll be throwing his way in the general melee.

Rain on your parade. | Image credit: Capcom

Ganryu is no idiot, though. I need more time with the game to figure this out for certain, but it seemed that the samurai would get used to the strings of attacks – light, light, heavy – I’d use to poke at his defences, and respond by blocking and countering. This results in this tidal flow of back and forth that, when firing on all cylinders, looks like something straight out of a mid-career Kurosawa film.

I don’t want to say it reminds me of Sekiro (there isn’t quite the sense of choreographed ballet or scale, here) but the ebb and flow of combat certainly evokes the more volatile Soulslike encounters. Once again, I must invoke Nioh: the samurai-on-samurai elements of the battle make the playing field feel more level, and tense. I don’t doubt there will be massive oni to slay, too, but I reckon it’s in these more ‘mirror match’ encounters Onimusha is going to properly shine.

The highlights of the battle, in no particular order, were: getting an early parry in and landing a brutal overhead smash that broke Ganryu’s jingasa (big hat) which, I think, left him more vulnerable to damage taken on his upper body; breaking his poise and landing a devastating cut to the demon-powered gauntlet on his wrist with a Metal Gear Revengence-like focus attack, that I imagine will be an integral part of boss fights; and landing the killing blow by walking backwards in a wary circle and baiting the aforementioned overhead kick in order to dodge, and land one of the most satisfying finishers I’ve ever managed to pull off within 20 minutes of starting a game.

Off-guard. | Image credit: Capcom

Miyamoto Musashi is a famed swordsman. Perhaps one of the most influential folk heroes of Japanese history. His skill with a blade was unmatched, and his travels have inspired reams of lore and legend. Capcom chooses to enshrine his legacy in a different way, here, making you feel powerful, smart, and subtle in your footwork and swordplay. Nioh may have won my heart with its bombastic, jackhammer-like approach to its brutal combat, but there’s something in the precision and artistry of Onimusha’s mechanics that makes me sit here, days later, yearning for more.

I think Onimusha: Way of the Blade is going to be something quite special. I hope the full game, with its enemy variety and assumedly larger scale, can keep up such powerful momentum.



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August 20, 2025 0 comments
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How real life swordsmen and a search for realism has changed the face of Onimusha in Way of the Sword
Game Updates

How real life swordsmen and a search for realism has changed the face of Onimusha in Way of the Sword

by admin June 20, 2025


It’s arguably the perfect time for the return of Onimusha. If we’re discounting remasters and strange Japan-exclusive spin-offs, it’s been almost twenty years since the last entry in the series – and it does feel a lot like that time has seen the ground prepared for the return of Capcom’s demon-slaying samurai series.

For one, there has been a huge surge in the popularity of media set in and around feudal Japanese history. We’ve got the likes of Ghost of Tsushima and Nioh, and elsewhere Shōgun is the most gripping and moving TV drama in recent memory. In mechanical terms, Onimusha’s absence has encompassed the entirety of the crunchy melee action game revolution that’s been primarily led by FromSoftware.


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Basically, it feels like it’s the best possible time to revive Onimusha as a heavy action game with sword-to-sword and sword-to-demonic-beast combat. But predictably, the team at Capcom behind the game is coy about how much of that they’ve really paid attention to.

“The hardware capabilities,” replies Onimusha: Way of the Sword director Satoru Nihei when asked about what of the last twenty years has been most influential over the new vision of Onimusha. Which, fair enough: in the world of hardware, a hell of a lot has changed.

“There are things we couldn’t have possibly implemented, such as quite detailed sword clashing and physical animations. Things like that conceptually can let us drive the action in directions that are new.”

No mention, then, of other recent games in similar settings, or of the soulsy shadow that no doubt loomed large and was probably mentioned in a hundred development meetings. But some developers, especially from Japan, are reluctant to have the names of other company’s games in their mouths – even those behind a series that has always been about absorbing enemy souls that now is recontextualised by that which has come since. I get that – and we don’t really need their admission to see that influence.

The new face of Onimusha. | Image credit: Capcom

In a hands-off demo of live gameplay, you can see the distinct contours of the modern age grafted to systems lifted from the Onimusha series right back to the 2001 original. There’s also a greater heft to combat, and gamers’ embracing of parry systems now means that there’s the ability to focus down more on that with impeccably stylish and beautifully animated results.

In other ways, Way of the Sword’s developers lightly rebuke some trends. “We knew from the start that we don’t want to make a mega tough game where you’re just dying constantly,” says producer Akihito Kadowaki. “That wasn’t our goal. We want to build a level of challenge that’s satisfying to overcome, but also can appeal to a broader range of players than the absolute highest end of difficulty level.”

Perhaps this is not Onimusha reimagined for 2025, but rather Onimusha filtered through 2025. That’s a canny way to strike a soft reboot, for sure. At the same time, some things have changed. This is a more realistic game, with a photo-realistic art style powered by Capcom’s RE Engine – and realism, even in a game choc full of snarling demons, was clearly a development watchword.

“It’s important to strike a balance, but we want it to be believable,” says Kadowaki. “Whether it’s the more plausible swordplay action or the more dark, fantastical, demonic elements.”

A key element of this harks back to something I saw extensively back when I visited Capcom’s Osaka offices for Monster Hunter Wilds back in November of last year, which is a huge investment in motion capture technology. Capcom has several enormous mocap studios now, and the technology is impressively meshed with RE Engine to the point where you can review mocap actions fully in-engine, in-environment, textured and all, in real time. With this technology at hand, the answer for Onimusha’s realism was obvious: real swordsmen.

A battle on multiple fronts. | Image credit: Capcom

“These professional swordsmen would be trying moves on our motion capture setup and letting us bring a sense of believability to the sword elements,” explains Nihei. “That helps you really accept the more fantastical parts as they come into the game, because it’s otherwise grounded in such a plausible basis. We’re able to merge those two things into a dark fantasy setting in a way that doesn’t feel out of place. It’s a careful balance.”

The swordmen came in, and Onimusha’s developers would let them take the lead. Rather than direct them closely, the game developers would broadly explain what they wanted and then let the experts guide them on how that might be best achieved. Then comes a back-and-forth between the two groups as gameplay considerations are meshed with what the real-life fighters think best.

“It’s very much a collaborative process,” says Nihei. “It’s important for us to respect the mastery that the sword experts had.”

That mastery ended up with unintended consequences, however. Perhaps when we look at how Onimusha: Way of the Sword has been changed by the march of time, technology is indeed the most important – because of how Capcom’s evolving motion capture capabilities had a knock-on effect on the rest of the game – and its protagonist, Musashi Miyamoto.

“One of the interesting things that came to us was – you know, we all have this image of Samurai as having a strict code of conduct and rules that they follow,” Nihei muses. “Certain things aren’t allowed, there’s a certain way you’ll hold and use your sword and so on.

“It might be seen as fighting dirty or whatever, but the experts we spoke to said: look, ultimately, when you’re about to die in a sword fight you’ll break the rules. You’ll do what you have to do to stay alive.

“It was an interesting realisation for us that, maybe, as outsiders, we were taking it too much as a given that – oh no, even when he’s about to die, he wouldn’t possibly be able to do this kind of thing. It’s like – no! Let him do it! Let him try to live!”

Will Capcom’s latest knock you off your feet? | Image credit: Capcom

With that revelation came careful thought about Musashi Miyamoto himself, a character who has after careful licensing negotiations been bequeathed the likeness of the legendary late Japanese actor Toshiro Mifune, star of many classic samurai movies including the seminal Seven Samurai. Mifune’s face is one way Onimusha reaches for legitimacy – the advice of swordplay experts, right down to characterisation, is another.

“It’s something that made us think about Musashi Miyamoto as a character,” Nihei continues. “Because there are scenes where he will use weapons that aren’t a traditional samurai sword, or as you mentioned earlier he might use environmental gimmicks. Like, is that to the rules of the samurai, to push someone into a flaming torch or whatever?

“Plus, there will be dialogue scenes where it’s like, ‘Oh, you call yourself a samurai doing this kind of thing?!’ It made us reflect on his characterisations. Someone who isn’t just that one side of the super strict samurai bushi code – but actually a human who has to make moment-to-moment decisions on how he’s going to approach every situation to stay alive.”

This Onimusha is familiar but different, then. In that hands-off demo, one can see shades of the 2001 original and its successors, but also of much that has come since – and lessons learned and technology iterated right across Capcom’s soaring portfolio of the last decade or so.

It certainly seems set to be a triumphant return – though as with any well-honed blade, the test will come in battle – which will be when we all can have the game in our hands at some point in 2026.



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June 20, 2025 0 comments
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Onimusha 2: Samurai's Destiny: Five Important Tips
Game Updates

Onimusha 2: Samurai’s Destiny: Five Important Tips

by admin May 24, 2025


The first Onimusha game was remastered for modern consoles back in 2019, and it was only a matter of time before the second one was too. Onimusha 2: Samurai’s Destiny is a nostalgic trip back to the classic Capcom PS2 era with fixed camera angles and linear gameplay. Don’t expect any complicated mechanics like ones found in modern games like Sekiro or anything like that. However, there’s still plenty of fun to have with Jubei as he sets out to defeat Nobunaga. Let’s go over a few tips

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Impale your enemies

Screenshot: Capcom

Whenever Jubei downs his enemies, you have the opportunity to walk over to their bodies and impale them with a downward stab simply by pressing the attack button while standing on top. This move is an automatic OHKO (one-hit-knock-out) and prevents enemies from getting back up. Enemies don’t have any health bars so it’s impossible to know how much more health they have until they disappear. But with the downward stab, you’ll know they’re gone for good.

Just be careful, though, as you can still be hit by other enemies in the middle of the animation. Sometimes you won’t get the chance to impale them. But either way, if you have the opportunity to do so, definitely take it as it’s one less enemy to deal with.

Absorb every soul

Early on in the game, Jubei will get the ability to absorb souls from enemies that he’s defeated. Red souls can be spent upgrading Jubei’s weapons and capabilities, while the yellow and blue ones replenish Jubei’s health and magic, respectively. Jubei can also transform into a powerful and invincible demon for a short time if he collects five purple souls.

In this remaster, players can now control when Jubei enters this powerful mode whereas in the original, it automatically activated once the fifth soul was collected. So definitely take advantage of it to unleash hell at opportune times.

Also, souls disappear after a while if they aren’t absorbed, so make sure to not leave them hanging or you’ll regret it.

Regularly switch up your weapons

Screenshot: Capcom

In Onimusha 2, there are plenty of weapons to collect, each with their own unique effects. The Buraitou is a lightning sword that’s both fast and powerful, making it a fantastic all-rounder. The Hyojin-Yari is an ice lance and it has the longest reach out of all the weapons. Use it if you want to keep a safe distance.

The general idea is to switch between weapons so that you can maintain an advantage over your enemies. The wind sword, Senpumaru, might be the weakest in the game, but is incredibly useful for hitting flying enemies while the slow but powerful earth hammer, Dokoutsui can smash through enemies defences like they’re made out of paper.

Keep an eye on the ground for helpful items

Screenshot: Capcom

When you’re killing enemies and (hopefully) impaling them, they’ll drop valuable gold, which is needed to buy things such as healing items, weapons for companion characters, and collectibles like artwork. This will help you prepare for the challenges ahead.

Additionally, scour rooms for treasure chests. They can provide valuable items like green herbs for Jubei to heal himself. Due to the fixed camera angle, treasure chests can be hard to see sometiomes, but take the time to look at your surroundings and you won’t be disappointed.

Save slots are handy

Screenshot: Capcom

Modern technology means that the remaster of Onimusha 2 doesn’t need memory cards like the original did on the PlayStation 2. But there are still multiple save slots.

The game has autosave, so you don’t have to worry about potentially losing hours of progress if something happens like your power going out or the game crashes (which didn’t happen to me, to be clear). But saving often and using the slots gives you the ability to go back in case you want to replay a certain segment or if you missed something.

Follow these tips, and you’ll be breezing through Onimusha 2 in no time. They’ll be helpful no matter what difficulty you play on and how many playthroughs you do.

Onimusha 2: Samurai’s Destiny is now available on PS5, Xbox Series X/S, Switch, and Windows PCs.



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May 24, 2025 0 comments
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Onimusha 2: Way Of The Samurai: How Long Is It?
Game Reviews

Onimusha 2: Way Of The Samurai: How Long Is It?

by admin May 23, 2025


Capcom’s remaster of 2002 PS2 hack and slash adventure Onimusha 2: Samurai’s Destiny is a classic, though it does show its age at some points—particularly with its fixed camera angles and gameplay that certainly feels more than 20 years old. But it still has plenty of charming characters and replayability.

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If you’re looking for a nostalgic experience, or are playing it for the first time, Onimusha 2: Samurai’s Destiny offers a straightforward-yet-healthy runtime for both veterans and newcomers. Like many other adventure games of its era, Onimusha 2 doesn’t take that long to beat, but its branching story paths make it worth revisiting over and over again.

How long does it take to beat Onimusha 2: Samurai’s Destiny?

A standard playthrough of Onimusha 2: Samurai’s Destiny can take about 10 to 15 hours to beat if you’re just focusing on the story and if it’s your first time. It’s quite similar to Capcom’s most notable franchise, Resident Evil, where repeated playthroughs will increase your familiarity, allowing you to beat it quicker on subsequent runs. Speedrunners have completed this game in under than five hours. In fact, the remaster has an achievement for finishing the game within that time.

If you want to earn all the Achievements and/or Trophies, you’ll also have to beat the game on Ultimate mode, as well as finish a complete playthrough without enhancing any of your weapons or using any jewels. All of these additional playthroughs can add up to 20 more hours of playtime to the total count. You’ll also need to collect all files and maps for their respective completion achievements/trophies, which can take multiple playthroughs if you somehow miss any of them.

Screenshot: Capcom

There are also multiple endings depending on your friendship with various characters like Ekei, Kotaro, and Magoichi. Throughout the game, you can give them gifts in order to raise their friendship levels and influence which ending you’ll get. There’s also an ending for when you don’t give any of them gifts.

If you’re a completionist, get ready to spend quite a few hours with Onimusha 2: Samurai’s Destiny. There’s still plenty of time before the next entry, Onimusha: Way of the Sword, launches in 2026. For now, though, join Jubei as he gets his revenge on Nobunaga Oda!

Onimusha 2: Samurai’s Destiny is available now on PS5, Xbox Series X/S, Switch, and Windows PCs.



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May 23, 2025 0 comments
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