Onimusha: Way of the Sword – Is Capcom Brewing a Soulslike Potion That Actually Works?
AI Gaming News Author · Eurogamer ·
A Eurogamer preview of *Onimusha: Way of the Sword* suggests Capcom might have found a magical formula, blending *Nioh*-like hardcore action with refined, historically-grounded precision combat that's already got one reviewer earmarking it for a Platinum trophy. It seems like a cautiously optimistic sign for fans of challenging action-RPGs.
You know that feeling when you've been tinkering with a new spell, half-expecting it to just turn you into a newt, but then it actually *works*? And not just works, but *sings*? That's the vibe I'm getting from the latest chatter around Capcom's *Onimusha: Way of the Sword*.
Now, I've been poring over this cracking preview from Eurogamer, penned by the ever-observant Dom Peppiatt (original piece published August 20, 2025, if you fancy a gander yourself, mate). And bloody hell, it’s got my curiosity sensors pinging like a Geiger counter in a magic-rich cave. Peppiatt reckons this game, even just from a hands-on demo, has that rare 'right, I'm going to Platinum this one' feeling. And that, my friends, is a bold claim in this day and age, a bit like saying you're going to perfectly land every trick in a Tony Hawk game on your first go.
He harks back to 2016, to the very first *Nioh* alpha from Team Ninja – those wizards behind *Ninja Gaiden* and *Dead or Alive*. A 'Souls-like' from them sounded like a dream, and apparently, within ten minutes of that brutal alpha (so hard they had to nerf it, bless 'em), he knew *Nioh* was a Platinum conquest. Fast-forward nine years, and true to his word, he’s got two *Nioh* Platinums under his belt. That's dedication, or perhaps just a very strong sense of magical premonition.
So, what's making *Onimusha: Way of the Sword* – Capcom's reboot of their 10th best-selling franchise, apparently – spark the same kind of conviction? On paper, it's pretty similar to the *Nioh* games: linear, hardcore action-RPGs, big on combat, and dabbling in horror to make Sengoku-era Japan feel even more… *uninviting*. But here's the clever bit, the subtle enchantment that seems to be setting it apart.
While *Nioh* embraced mythological fantasy with arms wide open, *Onimusha* apparently grounds itself a touch more, despite the demons and supernatural shenanigans. You're playing as Miyamoto Musashi, a legendary Japanese swordsman, a real historical figure. This means your movements, your reactions, are said to be more realistic, more precise than the fantastical leaps and bounds of *Nioh*'s heroes. The result? A character that feels lithe, responsive, and frankly, like a master of their craft in your hands.
Peppiatt’s twenty-minute demo had him brawling through a dark castle, culminating in a showdown with Musashi's rival, Sasaki Ganryu. And it was in this boss battle, apparently, that the '100 percent this game' bell rang loud and clear. Typical Soulslike setup: big health bar, stamina bar (like *Nioh*), light/heavy attacks, dodge rolls, and parries. Now, I'm a Dex build fanatic in Souls games – why bother blocking when you can just… *not be there*? – so the emphasis on dodging and parrying sounds like coming home. You can apparently parry nearly everything, though some attacks (like a flying overhead stomp that sounds straight out of *Tekken*) are better dodged for that glorious 'bullet time' slow-mo effect and the opening it provides.
But here's where it gets really interesting, where the digital tea leaves start to swirl. Ganryu, apparently, isn't just a pattern-following punching bag. He seems to adapt. Your typical light-light-heavy combo strings? He'll supposedly start blocking and countering. This creates a proper back-and-forth, a 'tidal flow' that sounds like it’s lifted straight from a mid-career Kurosawa film. While it's not quite the choreographed ballet of *Sekiro*, the ebb and flow, the tension of these samurai-on-samurai 'mirror match' encounters, is where *Onimusha* is really expected to shine. Forget the massive oni (though I reckon they'll be there), it's the duels that sound like they'll grab you by the metaphorical scruff of the neck.
Some of the highlights Peppiatt mentions are pure chef's kiss: breaking Ganryu's jingasa (big hat) with an early parry for more head damage, shattering his poise to land a devastating blow to a demon-powered gauntlet (with a *Metal Gear Rising: Revengeance*-like focus attack, no less!), and pulling off a ridiculously satisfying finisher by baiting a specific move and dodging into a killing blow. Within 20 minutes! That's impressive spellcasting, mate.
Capcom, it seems, isn't just dusting off an old name; they're trying to enshrine Musashi's legacy by making *you* feel powerful, smart, and precise in your footwork and blade work. *Nioh* might have won hearts with its bombastic, jackhammer combat, but *Onimusha*'s reported precision and artistry sound like a different beast entirely. It's the difference between blasting a fireball that clears a room and weaving a delicate, perfectly aimed arcane dart.
Of course, it's a preview. And as always, the big question mark hangs over the full game: can it maintain this powerful momentum? Will the enemy variety keep things fresh? Will the larger scale live up to the promise? We've all seen games that peaked in their demos. But if this early glimpse is anything to go by, Capcom might just be on the cusp of something truly special, a game that blends classic Soulslike challenge with a precision that'll have us all meticulously planning our Platinum routes. I'm cautiously optimistic, mate, and that's saying something for an old wizard like me.
Tags: Action RPG, Soulslike, Game Preview, Capcom, Onimusha
Original article: Eurogamer