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Daily Mirror
14 hours ago
- Entertainment
- Daily Mirror
Onimusha: Way of the Sword uses responsive, rewarding swordplay to become Capcom's anti-soulslike
We go hands on with a short 30-minute demo for Onimusha: Way of the Sword, which is so far shaping up to be a great way to throw down with rival swordsman and samurai. Way of the Sword is doing an excellent job at making the Onimusha franchise's trademark swordplay feel refreshed, with plenty of ways to master your blade. It's been nearly 20 years since the last Onimusha graced consoles. And yet, after spending roughly 30 minutes slicing and dicing through demonic warriors as a new wielder of the Oni Gauntlet, it's like Capcom 's classic samurai series has never been away. I say this as someone who mostly looked upon those original PS2 games from afar, finding it a tad strange for all the ways it took the tentpoles of Resident Evil – the fixed camera angles and specific save zones, mainly – and retrofitted it onto the skeleton of a historical action epic with heavy fantasy elements. However, two decades on, this exact same method is working again, with Onimusha's intense yet accessible swordplay combat looking and playing great from a new third-person, over-the-shoulder perspective. In order to fully understand what Onimusha: Way of the Sword is exactly, it's important to note what it isn't – and that's a soulslike. Although FromSoftware's 'tit for tat' mode of combat and painfully hard bosses tend to bleed into most games of this ilk these days, Capcom is staunchly setting its game apart by making this new Onimusha far more approachable and, dare I say, appealing. Clashing blades with foes in Way of the Sword is less about fighting for your life at every turn and more about making you feel like a badass samurai warrior. That said, it still does this in a way that makes you as a player feel like every slice, swing, and stab of the sword still matters. Way of the Sword manages to instil this feeling in a few ways. For one thing, there's the inclusion of the parry strike, where blocking using L1 at the exact right moment will see you riposte instantly with a devastating blow. So far, so standard. However, in addition to this, our hero Miyamoto Musashi also has a few other combat tricks up his sleeve. Dodging at the right time, for example, fills a gauge secondary to your stamina that when full can be activated to unleash a series of vicious slashes. This suddenly makes playing defensively just as valuable as fighting with aggression, with Way of the Sword rewarding players' in-the-moment patience and quickness. If that wasn't enough, you can also tap the light attack button in time with when your enemy's blade clashes with yours, which if pulled off correctly will catch them off guard and leave them open to further attack. Specific button timings and swordplay inputs like these give Onimusha: Way of the Sword a different flavour than most of its genre peers. And better yet? It makes for a combat system that is simple on the surface, but fairly in-depth to master. I'm sure 30 minutes of play isn't enough to understand the full complexity of Way of the Sword's battle systems, yet so far, based on all the available actions I was able to try, this is a new Onimusha entry more than living up to its name. Sword and sorcery Obviously, it wouldn't be an Onimusha game without the iconic Oni Gauntlet, and here in Way of the Sword it functions much the same. My demo gave me plenty of opportunities to soak the screen with the blood of my enemies, allowing me to absorb all kinds of blue, red, and yellow orbs into the gauntlet in the process. The Oni Gauntlet also allows Musashi to harness Oni Vision, which promises to retain the franchise's light touch of puzzle elements by blocking players off from certain paths. Only by engaging Oni Vision can you then track down the root of the appropriate ghostly strand and then destroy it to reveal the next path. It honestly took me aback just how well the design tenants of the more modern Resident Evil games have subtly, and in some cases not so subtly, bled their way into Onimusha: Way of the Sword. The most obvious is the over-the-shoulder camera, which I was initially worried might feel to close for a melee combat game like this to work. After all, you want to be able to get a clear read on all the action. In actual fact, however, I quickly came to love it, with swordplay now more reminiscent of the recent God of War games for just how much more cinematic it all feels. Thankfully, the camera still always did a pretty good job of pulling back whenever the action became too frantic. My demo culminated in a boss battle against a fellow swordsman and Oni Gauntlet owner called Sasaki Gamryu. It was here where the possibilities of true one-on-one combat were further hinted at, in a fast-paced confrontation that forced me to read Gamryu's attacks quickly and adapt as necessary. This is where my nature to dodge and clash his blade the same time he struck mine truly came in handy, giving me the chance to catch him off guard and take advantage of the opportunities whenever I left him staggered. The battle might have been over in merely a few minutes, but it was enough to solidify to me that a boss confrontation doesn't need to be tooth-pulling to be effective. Plus, a QTE moment where the action slowed and I had a choice between targeting his arm or head, worked to break up the otherwise energetic affair nicely. From this one boss fight alone, I can tell that Onimusha: Way of the Sword intends for them to feel like a momentous event. I went into my 30-minute demo of Onimusha: Way of the Sword with little to no expectations. I expected what Capcom has been cooking up to be good, of course, and it is, but for different reasons that left me pleasantly surprised. The main one being that this is an old-school revival that knows how to modernise elements of the original games while also confidently keeping one foot in the past, retaining what makes Onimusha, well, Onimusha. It also helps that Way of the Sword's combat feels refreshingly approachable yet still in-depth, making for a more arcade style historical action game that isn't afraid to make you a master of the blade through devilish tactics and thoughtfully bloody sword swipes. It seems that Capcom is on track to treat Way of the Sword with the same love, care, and attention it did with its recent Resident Evil revivals. I'm already sharpening my sword ready for the next chance I get to play.

Engadget
14 hours ago
- Entertainment
- Engadget
Onimusha: Way of the Sword might be a more forgiving kind of samurai epic
Capcom's Onimusha series has been on a long hiatus. Combining Resident Evil-style rendered backgrounds with more agile characters, adding in demons, magic and a feudal Japan setting, the series span multiple sequels — and consoles — til the fourth entry in 2006. Roughly two decades (and console eras) later, Capcom has returned to the series, even getting the definitive samurai actor, Tom Cruise Mifune Toshiro, to play the hero, the legendary swordsman Miyamoto Musashi. At Gamescom, the company is now demoing an early slice of Way of the Sword, which covers most (but not all) of the game shown at SGF 2025 just a few months ago. It's an interesting time to return to the samurai-meets-demonic-threat universe of Onimusha, following a sudden boom in games tapping into feudal Japan. Most recently, the latest Assassin's Creed was set there, while, Sony's upcoming Ghost of Yotei (not to mention its predecessor) both tap bushido and swordplay in historical Japan. While I played through the demo, I made a lot of mental comparisons to Sekiro – a game that's now several years old and still unbeaten by me. Onimusha draws together similar themes of demon forces run amok, but has a more forgiving approach. Gameplay centers around blocks and parries, plus weak and strong attacks, all while pulling in orbs dropped by dying enemies that act as the game's currency. (Health orbs are also dropped by certain foes.) Onimusha Way of the Sword hands-on (Capcom) The Oni gauntlet that absorbs these souls can also be used to see invisible demons and unlock areas that are spiritually blocked. It'll also act like a sort-of demonic movie projector, showing what happened during the demon invasion in the area. Early enemies were predictably sluggish demon swordsmen and archers, getting me back up to speed with how Onimusha fights play out. Even if it predictably looks lightyears ahead of its predecessors, Way of the Sword doesn't reinvent how you cut up these demon hordes. In comparison to other action games, guarding seems very forgiving. You can hold the guard button down, and it'll block basic projectiles and melee attacks from all directions I spent some time leaning into exhausting stamina gauges, timing parries for one-hit Issen critical attack and batting away arrows back where they came from. Don't get me wrong, it's satisfying and fun, but I'm itching to see how the series will build on what's pretty basic attack flow. Musashi had acccess to a dual-short sword special attack, Two Celestials, that barrages the enemy with attacks and tops up his health levels. This suggests more special attacks and magical flourishes should open up later in the game. The preview during SGF 2025 also showed ways to utilize the environment for defensive attacks, holding up wooden boards to block arrows, for instance, although that didn't trigger during my playthrough. Onimusha Way of the Sword hands-on (Capcom) The highlight of the demo was a confrontation with Musashi's rival, Ganryu Sasaki. He's great villain fodder — and has also been somehow gifted his own Oni gauntlet. The duel was the only time I felt under threat during the demo, and even then, I didn't die once. There's enough of a health meter to test yourself against Sasaki's lavish sword attacks and lunges. Once you wear down more powerful enemies, you can make a single, concentrated attack to either glean more orbs from them or hit for heavy-duty damage. The early taste of Way of the Sword is a fun, easy romp, so I'm curious to see how Capcom evolves the formula of Onimusha — and where the true challenges might lie. Onimusha: Way of the Sword is set to be released in 2026 on PS5, Xbox Series S|X, and PC.

Hypebeast
10-06-2025
- Entertainment
- Hypebeast
《鬼武者 Way of the Sword》最新預告揭示強敵「佐佐木小次郎」
《鬼武者》系列全新作品《鬼武者 Way of the Sword》即將於 2026 年發行。近日,Capcom官方釋出宣傳影片,進一步揭示本作強敵佐佐木小次郎(佐佐木巖流)以及揮舞巨大武器的幻魔「大唾拉」。 自首作於 2001 年推出以來,《鬼武者》系列即以爽快的動作手感,與魔幻、寫實交織的背景設定而備受廣大玩家推崇。時隔多年,如今《鬼武者 Way of the Sword》則將場景搬到江戶時代初期的「京都」,並以傳說中的劍豪宮本武藏為新任「鬼武者」,展開一系列斬妖除魔的任務。 有趣的是,在全新預告片中,除了重現宮本武藏「二天一流」(二刀流)的劍術外,也將其宿敵佐佐木小次郎帶入主線劇情。對此,官方如此描述:「別名佐佐木小次郎的武士。與武藏之間的因緣似乎非淺。他的手腕上,穿戴著與武藏相同的「鬼之籠手」 ……。」至於雙方是否會上演聞名天下的「巖流島決鬥」,則有待日後遊戲發行時才得揭曉。 《鬼武者 Way of the Sword》將於明年開賣,對應平台為 PlayStation®5、Xbox Series X|S、Steam。 >《仁王 3》宣布將於 2026 年正式登陸 PlayStation 5 與 Steam >《惡靈古堡/生化危機:安魂曲》最新遊戲大作前導預告率先公開
Yahoo
13-02-2025
- Entertainment
- Yahoo
Sony於「State of Play」直播公布《鬼武者 Way of the Sword》最新宣傳影片,主角為宮本武藏
在Sony稍早進行的「State of Play」直播節目中,包含CAPCOM公布其《鬼武者》系列新作《鬼武者 Way of the Sword》最新宣傳影片,確認此次作品主角為傳奇劍術大師宮本武藏,更以日本已故影星三船敏郎作為臉部模特兒,另外揭曉《魔物獵人 荒野》上市前最新預告影片,而光榮特庫摩也公布其《無雙》系列Roguelite新作《無雙深淵》,SEGA則揭曉其經典動作遊戲《忍 -Shinobi-》全新作品《忍:反攻的斬擊》 (SHINOBI: Art of Vengeance)與《索尼克賽車 交叉世界》實機遊玩影片。 另外,Gearbox Entertainment也在「State of Play」直播節目中公開《邊緣禁地》系列最新作《邊緣禁地 4》 (Borderlands 4)最新宣傳影片,更確認遊戲將於9月23日發售消息。 至於索尼互動娛樂方面則確定旗下Bend Studio曾推出的《往日不再》 (Days Gone)將推出高畫質重製版,預計在今年4月25日登上PlayStation 5,另外也將同步推出PC版本,將提升畫面視覺感受與音效細節,並且可配合PlayStation 5的DualSense無線控制器觸覺回饋與自適應扳機操作體驗,讓玩家能感受遊戲中機車引擎震動感、不同武器射擊時的力道反饋,另外也將加入全新遊玩模式與無障礙遊玩功能。 而《往日不再 Remastered》版本將以49.99美元價格購買數位版完整內容,若先前已經購買PlayStation 4平台版本的玩家,則可以10美元價格付費升級PlayStation 5平台版本,但不適用於先前透過PlayStation Plus方案兌換數位版遊戲的版本。 《鬼武者 Way of the Sword》: 《鬼武者2 高畫質版》: 《魔物獵人 荒野》: 《無雙深淵》: 《劍星》與《勝利女神:妮姬》合作DLC與PC版: 《忍:反攻的斬擊》: 《人中之龍8 外傳》: 《潛水員戴夫》x《人中之龍》合作 DLC「春日一番的假期」: 《往日不再 Remastered》: 《索尼克賽車 交叉世界》: 《邊緣禁地4》: 《WWE 2K25》全新線上模式「The Island」 : 《數碼寶貝物語》完全新作《時空異客》: 《死亡回歸》開發商新作《沙羅週期》: 成都日蝕邊緣工作室新作《湮滅之潮》: 《佛雷迪的五夜驚魂:小丑的秘密》: 《P的謊言》最新DLC《P的謊言:序曲》: 《失落之魂》: 更多 分析師指稱Intel可能在美國政府協助下與台積電合作,可能拆分先進製程晶圓廠 日產、本田證實雙方終止合併討論,另外也終止原本將三菱汽車納入合併的計畫 Shure推出針對音樂、Podcast等創作者打造,同時內建錄音介面的高階麥克風MV7i