Gamefings logoimg

Review of Onimusha: Way of the Sword on PS5

by Hemal Harris Hemal Harris photo Jan 2026
Cover image of Onimusha: Way of the Sword on PS5
Gamefings Score: 8/10
Platform: PS5 PS5 logo
Released: 01 Jan 2026
Genre: Action-adventure, Hack and Slash, Action role-playing
Developer: Capcom
Publisher: Capcom

Introduction

Onimusha: Way of the Sword is the prodigal samurai of Capcom's roster, returning after a nineteen-year nap to prove that demons, Edo-period Kyoto and licensed Toshiro Mifune likenesses still sell in 2026. It's the first mainline Onimusha since 2006's Dawn of Dreams, rebuilt on Capcom's RE Engine and presented as a cinematic, single-player action-adventure. You play Miyamoto Musashi - yes, named after the historical swordsman and modelled after Toshiro Mifune - wandering a dark fantasy Kyoto, meeting demons, swordsmen and occasionally a temple official who can tell you that no, the torii gate is not a fast travel point. The game is designed to be accessible without being hand-holding softcore. Capcom explicitly says it is not a Soulslike, which is their polite way of promising challenge without funeral pyres of repeated despair. The team leaned into deliberate swordplay and motion-capture realism; they even invited real-life swordsmen to the mocap studio so your on-screen katana parries feel like choreography, not frantic button mashing. Expect a roughly 20-hour campaign, a sentient gauntlet that eats souls like it missed breakfast, and a combat system that rewards timing and attention rather than sheer aggression. If you like your violence with a side of etiquette, this one was made for you.

Gameplay

Way of the Sword plays from a third-person perspective and focuses on measured, blade-centric combat. Musashi's basic moves are familiar: strikes, parries and projectile deflections. The twist is that parrying is not a neat tap-dance of reflexes so much as a tiny performance of intent - a prolonged parry lets you "steer" an enemy, which is developer-speak for politely nudging them into the scenery where they can be dismissed with minimal fuss. A dedicated guard stance blocks attacks from all directions, which makes you feel briefly like a medieval bouncer. The gauntlet on Musashi's arm is sentient, eats souls and is the closest thing to a tutorial on the ethics of demon recycling. Souls come in three colours: yellow to heal, red to buy upgrades, and blue to fuel Oni Armaments - heavy-hitting special weapons that smack demons for breakfast and hand you back yellow souls like a generous breakfast lady. Combat economy matters: strikes and parries chip away at enemy stamina, and if you manage to exhaust an opponent you get Break Issen, a cinematic execution that dismembers most foes on the spot. Bosses are treated with slightly more dignity; Break Issen doesn't insta-kill them, but it offers a choice between brutal finishing damage or a more pragmatic pile of souls. This is excellent if you enjoy moral dilemmas involving dismemberment and resource management. Parrying and dodging build momentum. Consecutive successful parries grant combat buffs that let you slice through enemies in satisfying succession, while effective dodges unlock multi-hit follow-ups. The game encourages observing opponent patterns and choosing your moments; the combat is intentionally deliberate. Capcom calls the result modernized Onimusha, and the motion-capture input from professional swordsmen helps: swings have weight, counters look like calculated replies rather than digital flailing. There's also environmental interaction - flip a table, use it as a shield, or send an otherwise healthy samurai flying through a paper screen. It's the videogame equivalent of a well-timed elbow. Oni Vision is your supernatural radar, briefly revealing demons and hidden threats in an area, which smooths exploration and keeps the pacing from devolving into directionless wandering. The world is largely linear, but not a corridor; there are open areas and side quests that reward the curious. Upgrade paths use red souls, so you'll be toggling between playing like an honorable ronin and an efficient soul salesman. The narrative is standalone - not tied to previous Onimusha entries or the Netflix series - so newcomers won't need a glossary of franchise lore to follow along. Capcom says they greenlit the project in early 2020 as part of a dormant-franchise revival, and the game wears that pedigree: respectful of its roots, leaning heavily into cinematic presentation, and tailored to modern tastes in action design.

Graphics

Running on RE Engine with a heavy dose of mocap, Way of the Sword aims for cinematic presentation that often looks like someone turned a samurai painting into a playable film. Capcom invested heavily in motion capture and animation, and it shows: character movement, facial animation and swordplay all have a sheen of realism. The team even consulted temple officials and modeled parts of Kyoto with a careful eye, which is a fancy way of saying the shrines don't look like theme-park sets. On PlayStation 5 the expectation - and the game's intent - is for dense, atmospheric environments with detailed character models and smooth animation. The RE Engine's expanded utilities for this project were specifically highlighted during development, and when developers boast about an engine upgrade they usually mean prettier lighting and fewer floating textures. The Mifune likeness is licensed after two years of negotiation, and the effort shows: the lead's face carries the gravitas they paid for. None of this guarantees perfection; cinematic ambitions occasionally risk camera choices that prefer dramatic framing over the most practical view for combat. Still, if you buy the ticket for visual spectacle, this one mostly delivers.

Conclusion

Onimusha: Way of the Sword is a deliberate, cinematic samurai game that trades the twitchy panic of Soulslikes for the calmer satisfaction of a timed riposte. It's polished, respectful to its source material and heavy on presentation: licensed Mifune likeness, mocap by real swordsmen, and a studio that actually went to temples for accuracy. The combat system is the star - parries that steer enemies, Break Issen executions, and an intriguing soul economy tied to a sentient gauntlet give the game mechanical personality. The choice to not tether the story to earlier entries or the Netflix series is wise; it makes this a friendly jumping-on point rather than a mid-season anime recap. There are caveats. Its mostly linear structure and a heavy emphasis on cinematic set-pieces sometimes conflict with the mechanical purity of the combat. Boss exceptions to execution mechanics are sensible but occasionally undercut the thrill of Break Issen. The game is pitched at accessibility, which means veterans craving endless punitive difficulty may need to look elsewhere. Still, at roughly 20 hours it promises a compact, focused experience that rarely overstays its welcome. If you want a game where swords feel like instruments and timing matters more than flailing, Onimusha: Way of the Sword is a confident return. If you want to be punched repeatedly by a difficulty curve until you cry into your controller, look at a different timeline. Either way, Capcom has handed us a samurai tale with polish and purpose - and that gauntlet still needs to see a dentist.

See Latest Prices for Onimusha: Way of the Sword on PS5 on Amazon

See Prices for Onimusha: Way of the Sword on PS5 on Ebay

Related
Latest
image for news article 'Sophie Turner Is Lara Croft — How Tomb Raider's Brutal Skill Ceiling Will Shape Amazon's TV Take'
Hemal Harris - 04 Sep 2025
Sophie Turner will play Lara Croft in Amazon's Tomb Raider series. Here's how the show can capture the games' brutal challenge loo...
image for news article 'Gamescom 2025: From Hornet's Revenge to Gunfights in the Future — The Biggest Reveals, Ranked by Hype (and Probability of Screaming)'
Gemma Looksby - 27 Aug 2025
Gamescom 2025 unleashed release dates, surprises, and enough nostalgia to power a retro arcade. Hollow Knight: Silksong finally la...
image for news article 'From Sidekick to Symptom: An In-Depth Look at How Game Characters Grow (and Break) Over Time'
Tanya Krane - 22 Aug 2025
A witty, in-depth analysis of how video game characters evolve - from antiheroes and companions to tragic villains - and how gamep...
image for news article 'Helldivers 2: The Ultimate Skill Test — How to Survive When Friendly Fire Is A Feature'
Hemal Harris - 22 Aug 2025
Helldivers 2 turns cooperative shooters into a terrifying teamwork exam. From friendly-fire fiascos to stratagem juggling and glob...
image for news article 'PlayStation Plus August Drop: Mortal Kombat 1, Spider-Man, Sword of the Sea and Two Resident Evils — Sony’s Buffet of Beatdowns and Beachside Introspection'
Chucky - 22 Aug 2025
Sony's August PlayStation Plus drop mixes Mortal Kombat 1 and Marvel's Spider-Man with day-one indie Sword of the Sea, EDF6 co-op ...
image for news article 'Tariff Drama and Console Character Arcs: How the PS5 Price Hike Recasts PlayStation's Story'
Tanya Krane - 21 Aug 2025
Sony just raised PS5 prices in the US - but this is more than a number. We break down the cast, the catalyst (hello, tariffs), and...
image for news article 'The Nintendo Switch 2: An Overhyped Second Date That Actually Went Well'
Chucky - 14 Jun 2025
Nintendo Switch 2 has hit the market, and it's selling like hotcakes! Here's what you need to know about this slightly improved se...