A Blade Against the Tide: Onimusha: Way of the Sword Is a Welcome, Wistful Break from the Soulslike Formula

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For nearly two decades, the action RPG landscape has been dominated by a singular, punishing philosophy: the “Soulslike.” From Elden Ring to countless indie imitators, the genre has ingrained in players a mindset of brutal difficulty, deliberate, stamina-based combat, and the ever-present threat of a single mistake leading to the loss of all progress. Now, as the highly anticipated revival of a classic Capcom franchise, Onimusha: Way of the Sword, prepares for its 2026 release, it arrives not as another iteration of the familiar formula, but as a refreshing, welcome counterpoint. Based on extensive hands-on previews at Gamescom and other major events, the new Onimusha is a bold statement from Capcom: this is not a punishing, “die-and-retry” game. It is a cinematic, stylish, and deeply satisfying action game that is more interested in making the player feel like a master swordsman than a struggling apprentice, and it’s a breath of fresh air for a genre that has been, for far too long, defined by its brutality.

The original Onimusha series, which was a powerhouse on the PlayStation 2, was a unique blend of Resident Evil‘s puzzle-solving and atmospheric horror with a fast-paced, hack-and-slash combat system. The series was a commercial and critical success, and its combat, with its emphasis on cinematic “Issen” counters and fluid combos, set it apart. Onimusha: Way of the Sword is a direct return to this ethos. While the game does feature a stamina meter for enemies and a currency called “Souls,” the developers have been adamant that these are not borrowed mechanics from FromSoftware’s catalog. Instead, they are a re-imagination of the original series’ core mechanics, with a modern coat of paint. This commitment to its legacy, rather than the imitation of a trend, is what makes Way of the Sword such a promising title.

The Combat: An Ode to Grace, Not Grit

The new Onimusha’s combat system is a masterclass in elegant design. It’s built on a foundation of grace and fluid animations, designed to make the player feel like the legendary swordsman Miyamoto Musashi, not a hollowed-out wanderer struggling against impossible odds. Here are the key distinctions that set it apart:

  • A Generous, Satisfying Parry: The game’s parry system is the single most defining feature of its combat. Unlike the unforgiving parry windows of a Soulslike, Way of the Sword‘s parry is incredibly generous and forgiving. Pressing the block button just as an attack is about to land will cause Musashi to effortlessly deflect the strike, leaving the enemy vulnerable. This is not a risk-reward mechanic; it’s a core tool that the player is encouraged to use constantly. The sheer satisfaction of deflecting a sword or even a volley of arrows, with a perfect, clangorous sound effect and a shower of sparks, is a reward in itself. It is a system that is designed to make the player feel cool, not to punish them for a tenth of a second mistake.
  • Offense as the Best Defense: In a Souls-like game, the primary strategy is often to wait for an opening, dodge, and then get in a single strike. In Onimusha, the most effective strategy is a relentless, aggressive offense. The game’s new “stamina meter” for enemies is not a borrowed mechanic; it’s a genius way to encourage aggression. Every time you strike or deflect an enemy attack, you deplete their stamina. Once it hits zero, they are stunned, allowing you to execute a brutal, cinematic “Break Issen” that often dismembers the enemy in a single, over-the-top motion. This creates a fast-paced, frenetic rhythm where players are constantly rewarded for their proactive, aggressive playstyle.
  • The Return of The Issen: The Issen, a classic mechanic from the original games, makes a triumphant return. By timing a counterattack perfectly, the player can instantly kill a weaker enemy or do massive damage to a stronger one. The new game has refined this system, with beautiful, contextual animations that make every Issen feel like a piece of an action movie. This is not a “secret” mechanic for skilled players; it is a core part of the combat that is both incredibly satisfying to pull off and a great way to clear a room of enemies with a single, perfectly timed strike.

A Business and News Perspective: A High-Stakes Gamble that Could Pay Off

From a news and industry perspective, Onimusha: Way of the Sword is a fascinating case study in a major publisher breaking away from a popular trend. Capcom, which is known for its ability to revive classic franchises, is betting on the idea that there is a massive market for a classic, linear, action-focused game that doesn’t rely on the conventions of the Soulslike genre. The positive reviews from Gamescom suggest that this gamble is paying off. The game is being praised for its return to a more “old-school” feel, with a 20-hour, linear campaign and a focus on stylish, fast-paced combat. This is a direct rejection of the open-world, punishing, and often bloated nature of many modern action games, and it’s a clear signal from Capcom that they are confident in their ability to deliver a high-quality, focused experience that can stand on its own.

Onimusha: Way of the Sword is a bold and welcome statement. It is a game that is not trying to be the next Elden Ring or the next Lies of P. It is simply trying to be the best version of itself, a brutal and beautiful samurai epic that is more interested in empowering the player than in punishing them. For fans of classic action games, this is a dream come true. For the wider gaming world, it is a powerful reminder that there is still room for a game that is a pure, unadulterated shot of adrenaline, a game that is a break from the grind, and a game that is, in the end, just a whole lot of fun to play.

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