Onimusha Shows Why Capcom Is on a Winning Streak

Onimusha Way of the Sword gameplay art showcase

Capcom's newest action-adventure title, Onimusha: Way of the Sword, revives a legendary franchise by smartly borrowing elements from God of War and Sekiro while remaining true to its classic roots. This comprehensive overview examines how Capcom modernized the classic samurai series for a brand new generation of gaming platforms.

The Return of Capcom's Golden Formula

There are very few video game publishers that can claim to have enjoyed quite as prosperous a decade as Capcom. In fact, all ten of the company's best-selling games of all time were launched within the past ten years alone. This remarkable chain of commercial and critical success originally began with the release of 2017's Resident Evil 7.

When Capcom reimagined gaming's most iconic survival horror franchise, it created a precise blueprint for company-wide success. That exact same design template can now be seen in full effect with the release of Onimusha: Way of the Sword. By looking at what made modern action games succeed, Capcom has once again transformed an older property into a modern blockbuster.

Aside from a small collection of remasters and minor spin-off titles, the Onimusha series has essentially remained dormant for twenty full years. The original four-part saga was released entirely during the PlayStation 2 console generation. Because of this massive break, nearly three whole generations of hardware progress have occurred since the launch of 2006's Dawn of Dreams.

That 2006 release introduced what was, until the arrival of the new game, the franchise's most modern mechanic: a fully controllable 3D camera. For its earliest entries, the series relied heavily on fixed camera angles and pre-rendered backgrounds, mirroring the camera structure of early Resident Evil games.

From Survival Horror Roots to Modern Action

There is a historical reason why early Onimusha titles felt so familiar to survival horror fans. During initial development, the original game was essentially structured as Resident Evil with swords. Set almost entirely within the confines of a single Japanese castle, 2001's Onimusha: Warlords required players to solve puzzles, unlock doors, and consume healing herbs to survive. Shinji Mikami, the co-creator of Resident Evil, even served as an advisor on the project.

With every subsequent release, the franchise gradually shed its survival horror elements in favor of faster action. However, when planning a brand new game for the 2020s, Capcom could have easily taken the safest path available. It would not have been surprising to see the studio clone its acclaimed Resident Evil 2 remake, replacing zombie hordes with demonic warriors and samurai.

After all, much of the success behind Resident Evil 7 came from revitalizing fundamental mechanics from the past. The Baker Estate was essentially a Southern Gothic variation of the iconic Spencer Mansion. Rebuilding classic foundations with modern technology had already proven to be a winning strategy for Capcom's survival horror titles.

How God of War Combat Shaped Onimusha: Way of the Sword

Despite its classic heritage, Onimusha: Way of the Sword is not simply Resident Evil with samurai. Instead, the game serves as Capcom's direct answer to the modern God of War titles developed by Sony Santa Monica Studio. It shifts focus away from inventory management and claustrophobic halls toward grand, cinematic action.

The core gameplay loop centers around aggressive melee fighting supported by an array of flashy supernatural abilities. As players explore the world, they encounter several recurring mechanics inspired by contemporary action-adventure design:

  • Furious melee encounters featuring customizable combat abilities and grand visual effects.
  • Monstrous boss fights, including key enemy encounters that repeat multiple times across the story.
  • Environmental puzzles hiding hidden treasure chests across complex levels.
  • Narrow gaps and crevices that the protagonist must squeeze through during exploration.
  • A talkative, disembodied companion advisor who provides constant commentary during travel.

The protagonist, Miyamoto Musashi, navigates these environments while constantly communicating with his chatterbox companion. This design shift demonstrates how Capcom adapts outside trends to elevate its own franchises while keeping the core gameplay satisfying and fast-paced.

Capcom's Secret Weapon: Learning from Industry Leaders

This approach highlights Capcom's overall design strategy across its modern games portfolio. The massive success of Resident Evil 7 relied just as much on studying wider industry trends as it did on returning to survival horror roots. To fix the franchise after the overly bombastic Resident Evil 6, Capcom carefully analyzed the contemporary horror landscape.

The developers observed indie successes like Frictional Games' Amnesia: The Dark Descent. They noticed how the restricted vision of a first-person perspective generated intense, claustrophobic dread. Furthermore, Hideo Kojima's P.T. demonstrated how simple hallways could turn into a looping psychological nightmare.

By blending those first-person atmospheric trends with the labyrinthine map design perfected in the 1990s, Capcom successfully rebooted Resident Evil. A similar evolution occurred with Monster Hunter: World. By adopting the open-world mechanics popular in Western games, Monster Hunter: World expanded the franchise appeal and became Capcom's best-selling game by over ten million copies.

In this newest samurai title, Capcom studied modern cinematic action-adventure games to establish a distinct voice. These learnings are reflected in level geometry, ability progression, and narrative pacing. Most surprisingly, these influences extend directly into the game's overall tone and comedic writing.

Tone, Humor, and the Unique English Voice Acting

Much like Nathan Drake in the Uncharted series, Musashi journeys through historical Kyoto armed with constant witty one-liners. His visual model is based on legendary actor and Akira Kurosawa collaborator Toshiro Mifune. Musashi's face is rendered with incredible detail, displaying exaggerated expressions that are frequently used for comedic timing.

The original PS2 games contained plenty of camp, but that was primarily a product of early video game localization and voice acting conventions. The original Warlords script contained a significant amount of unintentional comedy. In the modern era, Capcom makes deliberate artistic choices regarding camp and tone.

For Resident Evil remakes, Capcom removed the old campiness and doubled down on realistic horror elements. Resident Evil 7 featured disgusting environments designed to evoke absolute horror, while Resident Evil 8 contained terrifying sequences inside House Beneviento. For Onimusha, Capcom chose the opposite direction, turning original Power Rangers-style camp into an intentional artistic choice.

While many players will choose the Japanese voice track for authentic historical immersion, the English dub offers a unique charm. The English voice acting features distinct British accents, transforming demonic Genma enemies into something resembling London-accented fantasy orcs. This stylistic choice balances dark fantasy elements with genuine humor, ensuring that players have fun throughout the adventure.

Sekiro Samurai Mechanics in Boss Battles

While humor adds personality to exploration, the combat design requires serious precision. Historically, the Onimusha series never offered deep, complex swordplay mechanics. To justify its new title, this project required a complete overhaul of its core combat systems.

Capcom took heavy inspiration from FromSoftware's acclaimed action game, Sekiro: Shadows Die Twice. Crucially, Capcom integrated these elements without turning the game into a punishing Soulslike. The influence is most apparent during major boss encounters, where defensive timing is just as critical as raw offensive power.

Parrying enemy strikes serves as your primary tactical weapon during major battles. Matching the precise rhythm of an opponent's weapon strikes opens up brief attack windows. Just like in Sekiro, combat revolves around wearing down an enemy's stamina pool before executing high-damage critical attacks.

This combat system demands a careful balance between offensive maneuvers and defensive timing:

  • Stamina Management: Allowing enemies room to breathe lets them recover their stamina bars quickly.
  • Rhythmic Parrying: Precision parries erode enemy guards faster than standard light attacks.
  • Targeted Responses: Players cannot simply button-mash or consume healing items to survive boss encounters.
  • Multi-Phase Encounters: Major story bosses feature multiple health bars and evolving attack patterns.

Why It Is Not a Full Soulslike Game

Despite borrowing sword combat mechanics from Sekiro, Capcom avoided making the overall game punishing or tedious. The developer's decade of success comes from adapting great ideas while customizing them to fit each specific franchise identity. As a result, standard Soulslike rules are entirely absent from the campaign structure.

The game does not feature bonfires, complete world resets upon player death, or the loss of experience points when defeated. Normal enemy encounters throughout stages remain accessible and straightforward to defeat, and there are no poison swamps to slow down navigation.

While bosses represent clear difficulty spikes along the main journey, defeat never feels unfair. When players fail a boss encounter on their sixth attempt, there is no long, frustrating run-back through enemies to reach the arena again. Players can immediately retry the fight, keeping the gameplay loop engaging and preventing frustration.

The Mastery of Capcom Action Games

This thoughtful adaptation of external ideas is why Capcom action games remain dominant industry leaders. When Monster Hunter: World adopted expansive environments, it carefully avoided the empty clutter that plagues many open-world titles. The experience remained strictly focused on the core fantasy of tracking and hunting massive monsters.

Similarly, Resident Evil 7 adopted the immersive perspective of games like Amnesia and Alien: Isolation. However, it rejected passive gameplay by giving the player weapons and combat tools. Capcom understands the underlying appeal of industry trends and knows how to adapt them to match their existing intellectual properties.

The same design philosophy elevates Onimusha: Way of the Sword. The title combines fluid exploration, expressive characters, and tight swordplay into a single polished package. Capcom successfully modernizes a long-dormant series without losing the identity that made fans love the original PS2 classics.

Conclusion: A Triumphant Return for Onimusha

The revitalized samurai action game has earned widespread critical adoration from media outlets and fans alike. Its playable pre-release demo generated significant enthusiasm, proving that players were eager for the return of high-quality samurai action. Capcom's refined developer formula has successfully brought another classic franchise back into the modern spotlight.

By blending cinematic God of War action with precise combat mechanics inspired by Sekiro, Capcom has crafted a memorable experience. Whether you are a veteran fan of the PS2 originals or a newcomer looking for dynamic action, Onimusha: Way of the Sword proves that classic series can adapt and thrive in today's gaming landscape.



from IGN India
-via DynaSage