Onimusha: Way Of The Sword Isn’t An Open World Game, And It Isn’t A Soulslike Either

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Onimusha: Way Of The Sword gameplay and combat presentation

The legendary Onimusha franchise is finally making its grand return. Slated to debut next month, Onimusha: Way of the Sword marks a triumphant comeback for Capcom’s iconic samurai action series after a staggering two-decade hiatus. As the featured cover story for Game Informer—which subscribers can dive into right here—I traveled directly to Capcom headquarters in Osaka, Japan. During my exclusive visit, I tested entirely unreleased sections of the game and sat down with the development team. It was through this hands-on session that I was able to verify an important detail: despite common assumptions, Way of the Sword is neither an open-world sandbox nor a Soulslike.

Anyone who has sampled the public demo—available across PlayStation 5, Xbox Series X/S, and PC, though notably absent on Nintendo Switch 2 despite its launch there next month—already senses this distinction. When I posed the question directly to director Satoru Nihei, he confirmed it without hesitation: this is a pure, unadulterated character action game through and through.

Sure, you will encounter demanding boss encounters that thoroughly test your mastery of protagonist Miyamoto Musashi’s martial repertoire. Expect to perish frequently. However, death does not penalize you by stripping away hard-earned resources that require retrieval on your next run. Furthermore, the overall difficulty curve—spanning both formidable bosses and standard adversaries—refuses to lean into the punishing exhaustion synonymous with the Soulslike genre, completely omitting its signature labyrinthine, treacherous navigation. Instead, Way of the Sword focuses entirely on blade mastery, tactical environmental utilization, and relentless demon-slaying.

The demo also makes it abundantly clear that the adventure avoids an open-world design philosophy, a fact reinforced by Nihei and the rest of the Capcom crew. Instead, they characterize the game’s rendition of Kyoto as an “open-town” hub environment. While it breaks away from traditional linear stages to offer a much broader footprint filled with hidden alleyways, secret passageways, and exploratory rewards, it remains distinct from a sprawling wilderness. Players will unearth side quests, engage with local NPCs, trade with vendors, and track down rare treasures. Consequently, rather than overwhelming you with a massive map plagued by tedious checklist markers, Kyoto delivers a concentrated, intimate version of that immersive metropolitan atmosphere.

Miyamoto Musashi in Onimusha: Way of the Sword

Fortunately, the wait is almost over. We are just weeks away from experiencing the full breadth of the game’s high-octane combat and vibrant open-town exploration.

I will continue to analyze Capcom’s ambitious franchise revival throughout Game Informer’s dedicated month of coverage. Keep a close eye on the Game Informer YouTube channel for exclusive gameplay walkthroughs and behind-the-scenes features, including an in-depth Rapid-Fire Interview. To ensure you don’t miss a single update, bookmark the official Onimusha: Way of the Sword coverage hub.


Are you relieved that Onimusha: Way of the Sword is steering clear of open-world trends and Soulslike mechanics? Share your thoughts in the comments below!

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