Onimusha looks to be a beautiful game with interactive and fun combat, but will it be good enough to justify its AAA price tag?
by Matt on 6/5/2026
GAME: Onimusha Way of the Sword
RELEASES: September 25, 2026
MSRP: $69.99
DEVELOPER: CAPCOM Co., Ltd.
PUBLISHER: Capcom U.S.A., Inc.
PLATFORMS: PS5, Series X/S and PC
DEMO PLAYED ON: PlayStation 5
In Onimusha: Way of the Sword, the chaotic Sengoku period of Japan serves as the stage for a grim, supernatural struggle. Players step into the role of a lone ronin caught in the wake of the Genma invasion, an otherworldly force that transforms the fallen into monstrous, armored husks. When our protagonist uncovers an ancient, cursed gauntlet capable of absorbing the souls of the defeated, he is thrust into a desperate campaign to purge the Genma from the capital. It is a narrative that balances the atmospheric, isolated dread of early survival-horror with the cinematic intensity of a high-stakes period epic.
The gameplay marks a significant refinement of the series' DNA, keeping the fixed-camera perspective that defined the original trilogy while introducing modern "free-aim" functionality during combat to heighten precision. Exploration is dense and claustrophobic, emphasizing key-item scavenging, environmental puzzles, and the management of finite resources. Combat is deliberate and lethal, requiring players to master the "Issen" (critical counter) system, which remains the centerpiece of the experience. Beyond simple swordplay, players must tactically manage their gauntlet’s soul-absorption levels to upgrade equipment on the fly, creating a satisfying flow between intense skirmishes and strategic preparation.
Whether you are navigating the blood-stained corridors of a besieged castle or solving intricate elemental puzzles in hidden shrines, the game encourages mastery of your surroundings. With its hyper-detailed visuals, enhanced by a new lighting engine that emphasizes the harsh, flickering glow of lanterns in the dark, Onimusha: Way of the Sword feels like a faithful yet modern evolution of the classic action-horror era.
The development philosophy behind the game is a dedicated love letter to the survival-horror roots of the early 2000s. During development, the team consistently kept the original Onimusha: Warlords at the forefront of their minds, aiming to recapture the "weight" and palpable fear of exploring unknown, enemy-infested territories. Producer Keiji Inafune noted that the core focus was to ensure that player vulnerability remained high, despite the protagonist's growing martial prowess. Beyond that, the game is widely viewed as a definitive return to the series' roots after a long period of dormancy.
Ditching the more bloated, open-world trends of recent years, the team focused on "intimate level design," emphasizing backtracking, environmental storytelling, and puzzles that reward observation over brute force. The decision to emphasize soul-absorption mechanics was driven by the desire to make every enemy defeat feel like a strategic choice rather than a chore. Interestingly, the developers noted that they spent significant time studying the movement patterns of historical practitioners of Kenjutsu to ensure the swordplay felt authentic, opting to double down on realistic posture shifts and strike timing.
The discourse surrounding the Onimusha: Way of the Sword demo has been active and nuanced, with players generally praising the combat feel while expressing clear desires for increased challenge.
The most persistent theme in the discussion is the game’s difficulty, with a consensus emerging that the demo—specifically the enemies—feels tuned toward the easier side. While many appreciate the satisfying, generous parry/deflect windows and the central Issen counter mechanic, a frequent critique is that basic enemies often feel passive or low-health, leading many players to hope for more demanding difficulty options to be available at launch rather than being locked behind New Game Plus.
Conversely, there is a strong defense from longtime fans who clarify that the game is not intended to be a "Soulslike," emphasizing that Onimusha has always prioritized its unique rhythm of parrying over the punishing mechanics found in that genre. While some veterans are nostalgic for the older elemental weapon behaviors, the community generally agrees that the game is technically well-optimized, with stable performance and highly responsive animations. While a few players have noted potential input drops during boss encounters, the prevailing sentiment is one of excitement, with most users expecting the difficulty to ramp up significantly beyond the tutorial-heavy areas featured in the demo.
So far, reaction to the demo has been positive, with PlayStation showing a 4.71/5 average for the demo, across more than 3.4k ratings.
The demo for Onimusha opens with a brief story setup, but quickly gets you into the action, with Musashi taking on demon soldiers and learning the controls one step at a time. The first demons you encounter are two foot-soldiers who don't even really attack you. As the demo progresses, however, the difficulty ramps up to what you would expect in the full game itself. There are A LOT of tutorial steps though, and I found myself wanting to just skip the immediate lessons and dispatch the enemies at hand however I saw fit. There were some cases where I flat out ignored the tutorial instructions, and it was nice that the game lets you do that. As long as you defeat the enemies the game continues.
While you don't get a sense for the full story in the demo, what cutscenes I saw were interesting and well acted, and it seems to bode well for the story in the full game. Throughout the demo you fight lots of enemies, although many are exactly the same foot-soldiers. The combat is interesting enough, though, that the sameness of the enemies didn't really both me. I'm hopefully the full game will include a variety of enemy types to change things up. Knowing Capcom, I'm pretty confident that they will check all the "AAA game dev" boxes and deliver a very well crafted experience.
The demo ends with a boss battle, and even though it took me a few tries, it wasn't because it was overly difficult. It was mostly because I just got careless or because I got confused by which button to press. The way the buttons are laid out (with attacks on triangle and circle, and blocking on square) is counterintuitive versus the way most action games are setup. I found myself constantly pushing the block button or one of the shoulder buttons instead of the right button to attack the enemies, and got injured (or killed) a lot in the process. When I was able to stop and think about it, and really focus on the right buttons, it was fine but when I was in the heat of battle sometimes muscle memory would take over, and I would press the wrong thing. I'm pretty sure you can remap the controls, but I hardly ever do that in games.
Despite liking the very first game in the series, way back on the original Xbox, I haven't been that hyped for this latest entry. The trailers and preview videos have really done nothing for me. That being said, I enjoyed the demo much more than I thought I would. The graphics look really good, the voice acting is great and the combat is fun. The only real issue I had was the control layout, but I'm sure I would get used to it over time.
My main issue is I don't know if the game is going to be enjoyable enough to justify its $69.99 price tag. That's A LOT of money, and I'd rather reserve that for big blockbusters that I know I'm going to enjoy. While Onimusha is certainly AAA-looking, my experience with the demo didn't convince me it's worth paying the big bucks for, however existing Onimusha fans may feel very different considering the demo's high score on the PlayStation Store.
Honestly, if the game looks interesting to you at all, you should definitely check out the demo. That will likely tell you right away whether you want to make it a day one purchase or wait for a future sale.
For me, I'm planning to wait, but really high reviews scores and/or very positive player feedback at launch could sway me. I guess we'll see how it goes.
You can watch my beginning gameplay from the Onimusha Way of the Sword demo in the video below: