Onimusha: Way of the Sword Demo Insights
A week after the excitement of Summer Game Fest, the anticipation surrounding Onimusha: Way of the Sword continues to resonate, particularly following an exclusive behind-closed-doors demo. This experience diverged from the version currently available on Steam, showcasing a later segment of the game set in one of Kyoto’s expansive open areas.
Several elements of Onimusha captured attention, including its stunning art direction, deliberate character movements, and the eerie presence of sword-wielding zombies. However, it was the swordplay that truly distinguished this title. While comparisons to Sekiro are inevitable, it is essential to recognize that the melee combat in this reboot operates on an entirely different level. In contrast to the floaty and often chaotic swordplay associated with FromSoftware titles, Capcom has invested heavily in creating a more immersive experience, characterized by elaborate animations, impactful feedback, and the visceral thrill of cleaving through enemies.
The demo was undeniably impressive, igniting a fervent eagerness to explore the full game upon its release in September. However, it also presented a notable challenge: it felt somewhat easy. This observation came after opting for the “Action” mode, despite initial advice from the demo host to consider the “Story” mode instead. The rank-and-file Genma troops, confronted by the legendary Musashi Miyamoto and his Oni Gauntlet, posed little threat. They fell swiftly, rarely attacking or compelling me to employ counterattacks. The real challenge emerged only during the climactic boss fight, where a multi-armed behemoth bested me twice before I deciphered its attack patterns.
According to Nihei, the game’s director, both the demo and the version presented at the event are situated early in the game’s progression. This context explains the relative ease of basic enemies, as players will encounter more formidable foes as they advance. He noted, “Musashi comes fitted with a lot of skills and abilities that are not going to be accessible at the beginning of the game.” Furthermore, the demo featured button prompts hovering over enemies, a feature absent from the final product, which simplified the boss encounter significantly.
Capcom’s intention behind enhancing Musashi’s abilities in the demo was to allow players to experience the full range of action available in the final game. While this approach may have introduced balance issues, Nihei expressed confidence that the final release will provide a satisfying challenge. “With the release version, especially with the progression, abilities will be given gradually to Musashi, and enemies will scale up in difficulty,” he assured. “We feel more confident fans will be satisfied with the difficulty.”
However, players should not expect a wide array of difficulty settings at launch. Capcom confirmed that Way of the Sword will feature only two presets: Story and Action. As the release date of September 24 approaches, the gaming community eagerly awaits this title amid a wave of anticipated releases leading up to GTA 6.