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Reading: Onimusha: Way of the Sword review: The samurai comeback we waited decades to see
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Onimusha: Way of the Sword review: The samurai comeback we waited decades to see

NADINE J.
NADINE J.
1 hour ago
5
Onimusha: Way of the Sword
PLAY

TL;DR: Onimusha: Way of the Sword pairs an engaging cast with superbly layered sword combat where parries, deflections and risky Issens make every duel meaningful. Repeated encounters occasionally intrude, but excellent bosses, rewarding progression and deep combat make this a seriously impressive comeback.

Onimusha: Way of the Sword
5
Criteria 5
PLAY

There is something wonderfully uncompromising about an action game that gives you several perfectly sensible ways to survive a sword fight, then quietly tempts you into choosing the most dangerous one because it looks spectacular. Onimusha: Way of the Sword understands that temptation. Blocking works. Dodging works. Parries and deflections work. But once the Issen starts clicking, sensible self-preservation begins losing arguments very quickly.

Capcom’s return to Onimusha puts Miyamoto Musashi at the centre of a supernatural samurai story filled with Genma, Oni powers and a version of Kyoto being consumed by Malice. The premise is comfortably absurd in that classic Capcom way, but the surprising part is how much character sits underneath the demon-slicing spectacle. More importantly, the combat is built around mastery rather than spectacle for spectacle’s sake, with every defensive option serving a purpose and the best encounters turning sword fighting into rapid-fire decision making.

Musashi is more interesting than the legend

Way of the Sword plays extremely loosely with history. Musashi and his famous rival Sasaki Ganryu are killed during an attack by the demonic Genma, after which Musashi is revived and burdened with an Oni Gauntlet capable of absorbing the souls of defeated enemies. Inside it resides Shizuka, while fellow Onimusha Takamura and his assistant Okuni become part of the effort to stop Malice from consuming Kyoto. Ganryu receives supernatural assistance of his own, except his gauntlet isn’t particularly fussy about whether the souls it consumes belonged to demons or humans. The setup works because Musashi doesn’t actually want the power handed to him; for a swordsman obsessed with earning strength through skill, supernatural assistance feels almost insulting.

That conflict makes Musashi considerably more interesting than another unstoppable historical action figure with excellent hair and magical accessories. He is crude, supremely confident and occasionally arrogant, but his relationships with Takamura, Okuni and particularly Shizuka reveal enough humanity to keep the swagger entertaining. Shizuka is especially important because the premise could easily have reduced her to exposition delivered by supernatural jewellery, yet Musashi’s power is fundamentally tied to hers, creating genuine interdependence. Strong facial animation helps those relationships land, while Musashi’s use of legendary Japanese actor Toshiro Mifune’s likeness gives him an appropriately cinematic presence without reducing him to an impersonation.

Sword fighting where defence becomes the attack

The combat system is where Onimusha: Way of the Sword really earns attention. Musashi has light and heavy attacks that can be linked into relatively compact combinations, and neither attacking nor sprinting drains stamina. That distinction matters because this isn’t trying to turn every engagement into a resource-management exercise where swinging a katana three times leaves history’s greatest swordsman desperately needing cardio. The complexity instead sits on the defensive side, where Musashi can block, dodge, parry, deflect and perform Issen counters.

Crucially, these aren’t five flavours of the same mechanic. Blocking consumes stamina and works better as insurance than a long-term strategy, while dodging offers dependable avoidance and feeds into precisely timed Reflex Dodges and Reflex Combos. Parries damage enemy stamina while opening offensive opportunities, whereas deflections trade some immediate follow-up potential for heavier stamina damage, making them useful against armoured opponents. Grabs demand evasive responses, projectiles can be returned and successful defensive actions can contribute toward offensive gauges. Defending correctly is effectively another form of attacking, and that gives every incoming strike tactical importance.

The Issen makes recklessness irresistible

Then there’s the Issen, the mechanic most likely to convince otherwise rational players that personal safety is overrated. Timing an attack against an incoming strike allows Musashi to evade and immediately counter, inflicting substantial health and stamina damage. Successful Issens can even be chained against groups, turning an encounter into a sequence of beautifully timed executions. The reward is appropriately enormous because failure means voluntarily standing in the path of whatever unpleasant object was already travelling toward Musashi’s face.

What makes the Issen clever is that the game already provides safer answers. You don’t need to gamble everything on immaculate timing, and certain attacks cannot be countered with an Issen anyway, forcing you to use the rest of Musashi’s defensive toolkit. That prevents one advanced technique from flattening the entire combat system while creating a delicious psychological trap: the safer option might be correct, but the dangerous one looks considerably cooler. Sword clashes, blade locks, guard breaks and Oni Armaments add further variables, so fights remain reactive rather than collapsing into one endlessly repeated combo.

Bosses turn combat knowledge into an exam

Boss encounters naturally benefit most from this design. Way of the Sword features battles against enemies including Benkei, the Oni brothers, Greater Nue and Ganryu, alongside others best left unspoiled, with several encounters involving multiple phases. Their importance isn’t simply that they have more health or deal greater damage. They force players to understand when to parry, when to deflect, when to evade and when risking an Issen is actually worth potentially getting flattened. The strongest battles effectively become practical exams for everything the combat system has been teaching.

The soul system adds another tactical layer. Yellow souls restore health, red souls contribute toward skill upgrades and blue souls replenish Oni Armaments, while Break Issens can influence how those resources are acquired. Against bosses, choosing a red weak point produces heavier damage, whereas targeting a purple one sacrifices some punishment in exchange for additional souls. Bosses can also absorb loose souls themselves and potentially power up, meaning battlefield resources aren’t politely waiting around until Musashi needs them. Parries affect stamina, stamina creates stagger opportunities, staggers enable Break Issens, Break Issens affect souls, and souls feed survival and abilities; the systems constantly reinforce one another.

Kyoto isn’t an open world, and that’s probably for the best

Kyoto functions as both home base and battleground, with Musashi destroying Malice-producing plants and closing Genma-spawning Rifts as more of the city becomes accessible. Beyond it are separate destinations including forests, mountains, temples and the Imperial palace. The structure is closer to a hub with connected excursions than a traditional open world, which feels appropriate for Onimusha. Not every modern action game needs several square kilometres of countryside populated by crafting ingredients patiently awaiting their chosen hero.

Exploration nevertheless matters because materials improve Musashi’s sword, clothing and Oni Gauntlet, affecting damage, health and soul-related capabilities respectively. Charms provide further customisation, while blocked routes, shortcuts and hidden upgrades encourage players to understand Kyoto rather than merely sprint through it following objective markers. Skill-tree progression also appears to provide meaningful additions rather than simply withholding basic abilities for several hours. Cosmetic rewards such as different sword appearances and haori provide another incentive to poke around without turning every discovery into another tiny percentage increase.

Side quests have more personality than busywork

Optional content sounds particularly strong around Lady Murasaki, a writer whose spirit remains in the mortal world collecting stories. Her missions involve investigating unusual situations that she can transform into tales, with some quests connecting across multiple smaller narratives. It’s a smart framing device because it gives otherwise conventional errands a narrative purpose. Instead of Musashi becoming feudal Japan’s supernatural equivalent of an unpaid delivery driver, these stories contribute to somebody actively documenting the strange people and events surrounding him.

Other activities are more familiar but still contain worthwhile flavour. Hidden treasures can be located using drawings, flying Genma can be hunted in previously explored locations, citizens can be helped and missing Lion Dogs can be recovered, with the latter rewarding stories drawn from Japanese mythology. Shizuka’s optional Oni Portals appear more substantial, expanding her story while unlocking additional skill-tree tiers. There is some repetition, particularly through recurring minibosses such as Byakue and Dohatsu-ten and returning major encounters, but a mastery-focused combat system at least gives rematches some purpose as benchmarks for how much better you’ve become.

Presentation gives the supernatural chaos some humanity

Way of the Sword’s presentation appears strongest when character animation and combat feedback meet. Facial performances give quieter conversations more emotional weight, while detailed battle animations make defensive techniques look like genuine responses to specific incoming attacks rather than canned movements firing on command. That distinction matters enormously in a melee game because mechanical precision needs convincing audiovisual feedback. A perfect parry doesn’t feel particularly perfect if the characters look like two plastic figures accidentally colliding.

The Japanese voice cast includes Yoshimasa Hosoya as Musashi and Aya Endō as Shizuka, with an English-language option also available. Environmental variety helps the presentation beyond its characters, taking the adventure through Kyoto, temples, forests, mountains and the Imperial palace without abandoning its supernatural historical identity. No detailed technical performance data beyond the supplied PlayStation 5 review context is available here, so there is little value in inventing an FPS-and-resolution spreadsheet. What matters from the available information is that animation quality supports both storytelling and combat readability rather than existing purely as visual decoration.

A combat system built to make mastery irresistible

The most compelling thing about Onimusha: Way of the Sword is how thoroughly its mechanics encourage improvement. It doesn’t merely increase enemy health and ask whether your equipment statistics are large enough. Its combat presents identifiable skills to develop: reading animations, choosing defensive responses, understanding stamina, controlling souls and knowing when to gamble on an Issen. Each mechanic gives players something tangible to improve at rather than disguising progression entirely behind bigger numbers.

New Game Plus and the unlockable Carnage difficulty give that depth somewhere to go after the campaign ends. Items offering healing, temporary buffs and revival options also mean players aren’t necessarily required to develop superhuman counter timing simply to see the story through. Those wanting a harsher challenge can lean further into mechanical mastery or tackle tougher settings, while everyone else retains useful safety nets. That’s a much healthier approach to difficulty than simply making enemies obnoxiously durable and calling it hardcore.

Verdict

Onimusha: Way of the Sword feels like the revival Capcom needed to make: recognisably Onimusha, but mechanically ambitious enough that nostalgia isn’t carrying the corpse. Its supernatural interpretation of Musashi provides an immediately entertaining protagonist, while Shizuka and the supporting cast give the story emotional substance beyond demons, swords and increasingly unfortunate pieces of Kyoto architecture. Exploration and side quests reinforce that foundation, even if repeated minibosses and encounters occasionally threaten to blunt the edge.

The star, though, is clearly combat. Parries, deflections, dodges, stamina management, Break Issens, Oni Armaments and the spectacular risk-reward relationship of the Issen create a system where defensive knowledge directly fuels offensive dominance. Bosses then force those mechanics to work together, rewarding observation and nerve rather than mindless aggression. For players who enjoy sword combat where getting better feels more important than simply getting stronger, Onimusha: Way of the Sword is a formidable return for Capcom’s samurai series.

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