{"id":13774,"date":"2026-09-04T17:30:00","date_gmt":"2026-09-04T14:30:00","guid":{"rendered":"https:\/\/imdbnews.ir\/?p=13774"},"modified":"2026-09-04T19:28:21","modified_gmt":"2026-09-04T15:58:21","slug":"onimusha-shows-why-capcom-is-on-a-winning-streak","status":"publish","type":"post","link":"https:\/\/imdbnews.ir\/index.php\/2026\/09\/04\/onimusha-shows-why-capcom-is-on-a-winning-streak\/","title":{"rendered":"Onimusha Shows Why Capcom Is on a Winning Streak"},"content":{"rendered":"<div><img decoding=\"async\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/09\/onimusha-shows-why-capcom-is-on-a-winning-streak.jpg\" class=\"ff-og-image-inserted\"><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There are very few publishers who can claim to have had quite as prosperous a decade as Capcom. The company\u2019s 10 best-selling games all launched within the past 10 years, a chain of good fortune that began with 2017\u2019s Resident Evil 7. Capcom\u2019s reimagining of gaming\u2019s most important survival horror series became something of a formula for its wider success, and that template can be seen in action once again with this year\u2019s Onimusha: Way of the Sword. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Aside from a couple of remasters and spin-off projects, Onimusha has lain dormant for 20 years. The entire original four-part series was released during the PS2 era, and so there have been nearly three whole console generations of progress since the last entry, 2006\u2019s Dawn of Dreams. That project introduced what was, until Way of the Sword, Onimusha\u2019s most \u201cmodern\u201d idea: a fully 3D camera. For its earlier entries, Onimusha used fixed camera perspectives and pre-rendered backdrops, much like the original Resident Evils. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There&#8217;s a good reason for that: Onimusha basically <em>was <\/em>Resident Evil. Set predominantly within the grounds of a single castle, 2001\u2019s Onimusha: Warlords is a game of solving puzzles, unlocking doors, and eating herbs to stay alive. Shinji Mikami, co-creator of Resident Evil, even advised on the project. The series shed more of that survival horror blood with each successive entry, but when it comes to a brand new Onimusha for the 2020s, it would not have been surprising to see Capcom return to those roots and essentially clone its Resident Evil 2 remake but fill it with samurai and demons. Afterall, much of Resident Evil 7\u2019s success is thanks to revitalising the past, the Baker Estate being a Southern Gothic variant of the Spencer Mansion.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But Onimusha: Way of the Sword is not Resident Evil with samurai. If anything, it\u2019s Capcom\u2019s answer to Sony Santa Monica Studio\u2019s modern God of War games. It features furious melee combat with an array of flashy abilities. You face monstrous bosses, some of which repeat multiple times. Treasures are hidden behind knotty environmental puzzles. Your protagonist, Miyamoto Musashi, squeezes through gaps, and is accompanied by a disembodied advisor who is much too talkative. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">This is still Capcom\u2019s formula in action, though, just a different side of it. Resident Evil 7\u2019s success is as much about wider influences as it is refocusing on roots. To put Resident Evil back on track after the much-too-bombastic RE6, Capcom studied the horror landscape. It saw the success of projects like Frictional Games\u2019 utterly terrifying Amnesia: The Dark Descent, and how the limited vision enforced by a first-person perspective could create an oppressive atmosphere \u2013 an approach that turned the simple corridors of Hideo Kojima\u2019s PT into a looping nightmare. Combined with the labyrinthine level design the company had perfected back in the 1990s, it would make for the ideal series reboot. Resident Evil 7 was born. A similar approach can be seen in Capcom&#8217;s other landmark game of the decade \u2013 by adopting the open world format so popular in the West, Monster Hunter: World transformed a niche concern into Capcom\u2019s best-selling game by over 10 million copies. <\/p>\n<div class=\"display-title jsx-684634384 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">Onimusha: Way of the Sword is not Resident Evil with samurai. If anything, it\u2019s Capcom\u2019s answer to the modern God of War games.<span class=\"stack jsx-2959124702 jsx-326843967\"><span>\u201c<\/span><\/span><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">In Way of the Sword, you can see how Capcom has studied the success of God of War and similar modern action-adventure games in order to find a new identity for Onimusha. Those learnings are not just echoed in level design and individual features, but also in tone: Way of the Sword is surprisingly funny. Like Nathan Drake, Musashi adventures through Kyoto armed with a thousand one-liners. His face, modelled on legendary actor and Kurosawa collaborator, Toshiro Mifune, is incredibly expressive, often for comedic effect. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The original games were campy, but more so because that was simply the way games were written at the time \u2013 like the original Resident Evil, there\u2019s a lot of unintentional comedy in Warlords\u2019 script. But, as with the modern era of Resident Evil, Capcom made a deliberate choice. With Resi, it pushed aside the camp and doubled down on the horror. The remakes are much grimier than their parent games, while RE7 has the kind of filthy fears that\u2019ll give you tetanus, and RE8 contains the series\u2019 most terrifying scares in House Beneviento. For Onimusha, Capcom has pushed the other way, turning the Power Rangers camp of the original games into a deliberate flavour. While many will understandably opt for the Japanese VO for a more \u201cauthentic\u201d experience, I think the bizarre Britishness of Way of the Sword\u2019s English dub is intentional \u2013 not just in making Musashi more amusing, but turning his Genma adversaries into the Kyoto equivalent of London-accented orcs (a \u201cLooks like samurai\u2019s back on the menu, boys!\u201d would fit in perfectly). While Way of the Sword does have its fair share of darkness and terror to reflect the survival horror leanings of the original games, there\u2019s plenty to laugh at here, and Capcom <em>wants<\/em> you to chuckle.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But Capcom also wants you to sweat, and that\u2019s where Way of the Sword\u2019s greatest achievement comes in. As fun as the original games are, Onimusha has never offered any significant depth in its swordplay. If it were to live up to its new subtitle, the latest entry absolutely needed a new approach. It took that approach from FromSoftware\u2019s masterpiece, Sekiro: Shadows Die Twice, and it smartly did so without turning Onimusha into a soulslike. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There\u2019s already some debate as to how Souls-y Way of the Sword is, and for the most part the answer is \u201cnot at all.\u201d But when it comes to Onimusha\u2019s bosses, the Sekiro similarity is undeniable. The parry is your greatest weapon, and matching the rhythmic patterns of your enemy\u2019s blade is the primary way of opening up attack windows. Like Sekiro, this is a game of wearing down an enemy\u2019s stamina before inflicting massive bursts of damage, and then resetting the deadly dance to do it all over again. A delicate balance of offence and defence is demanded, as giving your enemy space allows them to regain stamina, the very thing you need to erode away to inflict the most severe punishment. You can\u2019t simply spam attacks to burn through the enemy\u2019s healthbar, or chug consumables to allow a barrage of your flashiest damage dealers \u2013 you must fight using a very precise set of tools, picked in response to a very particular set of attack patterns. Alongside limited heals, multi-phase fights, and the combat\u2019s frenetic flow, it\u2019s hard to deny that Onimusha\u2019s new approach to bosses isn\u2019t following in FromSoftware\u2019s shinobi footsteps. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">But Capcom wouldn\u2019t have enjoyed its decade of success if it just pilfered from popular games with little care for how those ideas were implemented. Again, Way of the Sword is <em>not<\/em> a soulslike, and you can see that in its wider design. Genre rules like bonfires, world resets, and loss of XP resources are absent. Regular enemies are, if anything, too easy. And there\u2019s not a poison swamp in sight. While all this does contribute to the feeling of the bosses being substantial difficulty spikes along the campaign\u2019s route, it also ensures that Onimusha is not a grueling experience in the way that FromSoftware\u2019s games can be \u2013 even when you\u2019re on your sixth attempt at a boss, there\u2019s no infuriating run-back to contend with, and that goes a long way to ensuring you don\u2019t lose your patience when faced with a particularly tricky roadblock.<\/p>\n<p><span data-cy=\"poll-view-trigger\"><\/p>\n<section class=\"box-wrapper jsx-2673806401\"><\/section>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">It\u2019s this elegant adaptation of ideas from beyond Capcom\u2019s walls that ensured both Monster Hunter and Resident Evil became the modern juggernauts they are. While MH: World expanded its literal horizons to allow for a more expansive environment, it was careful not to take on the bloat of contemporary open world games. It was still focused on the hunt. Resident Evil 7 may have adopted the perspective of Amnesia, PT, and Alien: Isolation, but it rejected their combatless approaches and put a gun in your hand \u2013 exactly as Resident Evil should be. In all these examples, it\u2019s clear that Capcom understands both each trend\u2019s mass appeal <em>and<\/em> how to reinterpret that trend in a way that\u2019s appropriate to the IP in question.  <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">While it remains to be seen if Capcom\u2019s resurrection of its long-dormant samurai game will be quite as financially successful as its Resident Evil and Monster Hunter revitalisations, it\u2019s clear that the Capcom formula has worked beautifully for Onimusha: Way of the Sword. It has launched to near-universal critical adoration, and its impressive pre-release demo quickly earned it a legion of eager fans. With any luck, Onimusha is back, and its next game will feature whatever the swordplay equivalent to House Beneviento is. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><em>Matt Purslow is IGN&#8217;s Executive Editor of Features. <\/em><\/p>\n<div class=\"media_block\"><a href=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/09\/onimusha-shows-why-capcom-is-on-a-winning-streak-1.jpg\"><img decoding=\"async\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/09\/onimusha-shows-why-capcom-is-on-a-winning-streak-1.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n","protected":false},"excerpt":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/09\/onimusha-shows-why-capcom-is-on-a-winning-streak-1.jpg\"><img decoding=\"async\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/09\/onimusha-shows-why-capcom-is-on-a-winning-streak-1.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n","protected":false},"author":1,"featured_media":13775,"comment_status":"open","ping_status":"closed","sticky":false,"template":"Default","format":"standard","meta":{"footnotes":""},"categories":[49],"tags":[59,50],"class_list":["post-13774","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-49","tag-soulslike","tag-50"],"_links":{"self":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/13774","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/comments?post=13774"}],"version-history":[{"count":1,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/13774\/revisions"}],"predecessor-version":[{"id":13776,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/13774\/revisions\/13776"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/media\/13775"}],"wp:attachment":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/media?parent=13774"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/categories?post=13774"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/tags?post=13774"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}