{"id":18635,"date":"2026-08-06T01:20:51","date_gmt":"2026-08-06T01:20:51","guid":{"rendered":"https:\/\/topat10.com\/?p=18635"},"modified":"2026-08-06T01:20:51","modified_gmt":"2026-08-06T01:20:51","slug":"how-capcom-reinvented-and-updated-onimushas-combat-in-way-of-the-sword","status":"publish","type":"post","link":"https:\/\/topat10.com\/?p=18635","title":{"rendered":"How Capcom Reinvented And Updated Onimusha\u2019s Combat In Way Of The Sword"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div property=\"schema:text\">\n<p><a href=\"https:\/\/gameinformer.com\/Onimusha\">Onimusha: Way of the Sword<\/a> is\u00a0<a href=\"https:\/\/gameinformer.com\/cover-reveal\/2026\/07\/16\/cover-reveal-onimusha-way-of-the-sword\">the latest game to grace the cover of\u00a0<em>Game Informer<\/em><\/a>, and I traveled all the way to Osaka, Japan, to play the game for hours in Capcom\u2019s HQ, interview the developers making it, and learn how the team was returning to this samurai action franchise that hasn\u2019t had a new release in 20 years.\u00a0<\/p>\n<p>I spoke to director Satoru Nihei and animation team lead Hiroshi Yugen about the studio\u2019s approach to reinventing and updating combat, and learned the biggest goal at Capcom was to take the action of the cutscenes in previous games and make that the gameplay of Way of the Sword. If my three hours of hands-on time with the game, including never-before-seen content I\u2019ll be diving into in future features, is any indication, Capcom is on the right path.\u00a0<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"e0df8070-1825-45e5-92d2-e76b9e1e93b5\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"image:responsive_image\" data-entity-embed-display-settings=\"{&quot;responsive_image_style&quot;:&quot;content_body&quot;,&quot;image_loading&quot;:{&quot;attribute&quot;:&quot;lazy&quot;},&quot;image_link&quot;:&quot;&quot;,&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<picture><source srcset=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2026\/07\/15\/a744e26e\/380_onimusha14.jpg.webp 1x\" media=\"all and (min-width: 851px)\" type=\"image\/webp\" width=\"800\" height=\"450\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2026\/07\/15\/a744e26e\/380_onimusha14.jpg.webp 1x\" media=\"all and (min-width: 315px) and (max-width: 450px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2026\/07\/15\/a744e26e\/380_onimusha14.jpg.webp 1x\" media=\"all and (max-width: 314px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><img loading=\"lazy\" decoding=\"async\" alt=\"How Capcom Reinvented And Updated Onimusha\u2019s Combat In Way Of The Sword\" loading=\"lazy\" width=\"800\" height=\"450\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2026\/07\/15\/a744e26e\/380_onimusha14.jpg.webp\" class=\"lazyload\" typeof=\"foaf:Image\"\/><\/p>\n<p>  <\/source><\/source><\/source><\/picture>\n<\/article>\n<p>Yugen says when Nihei asked him to join the project, one of the first things he did was look at past Onimusha games. He decided then that he wanted to take the larger-than-life moments from the cutscenes of those older titles and imbue Way of the Sword&#8217;s gameplay with those feelings. The next step after that was to look at all kinds of research materials to learn more about how samurai used swords in Edo-period Japan, the fundamentals of sword duels, and more. Then, he got into contact with sword fight choreographers to see swordplay in action, learn the reasoning behind different actions, swings, and poses, and more to \u201creally get to the core\u201d of it all.\u00a0<\/p>\n<p>Considering Toshir\u014d Mifune is the face of protagonist Miyamoto Musashi, I wasn\u2019t surprised to learn Yugen looked to Mifune movies to see how he moved both as a samurai (in Akira Kurosawa films, for example) and as Musashi in the 1950s Samurai Trilogy of films. \u201cThere was definitely some inspiration taken from [Mifune\u2019s] movies, but not just his movies,\u201d Yugen says. \u201cWe watched a lot of different movies in the samurai genre to really get a feel for what goes into those, what makes the samurai; and we didn\u2019t just focus on the action in those movies but also the more human side of things. You know, like the defeated samurai escaping from battle \u2013 those elements as well are something we looked at really closely when reviewing a lot of these movies.\u201d\u00a0<\/p>\n<p>Nihei tells me selecting Yugen to lead up the game\u2019s animation and combat design was an obvious choice, calling him a \u201clegend within Capcom.\u201d\u00a0<\/p>\n<p>\u201cI was very familiar with his name and really wanted a chance to work with him on this project, so that\u2019s why I approached him,\u201d Nihei says. \u201cGetting to work with him and watching these movies and seeing how he picked apart the cool elements from them and figuring out what they wanted to achieve with this game, I feel it was a good choice. We have this legendary veteran on the project so we are definitely confident that we\u2019ve created a really solid swordplay experience.\u201d\u00a0<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"06a62b5b-c61d-40bd-915e-5d91ac583b2d\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"image:responsive_image\" data-entity-embed-display-settings=\"{&quot;responsive_image_style&quot;:&quot;content_body&quot;,&quot;image_loading&quot;:{&quot;attribute&quot;:&quot;lazy&quot;},&quot;image_link&quot;:&quot;&quot;,&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<picture><source srcset=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2026\/07\/15\/28d3ca2e\/380_onimusha10.jpg.webp 1x\" media=\"all and (min-width: 851px)\" type=\"image\/webp\" width=\"800\" height=\"450\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2026\/07\/15\/28d3ca2e\/380_onimusha10.jpg.webp 1x\" media=\"all and (min-width: 315px) and (max-width: 450px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2026\/07\/15\/28d3ca2e\/380_onimusha10.jpg.webp 1x\" media=\"all and (max-width: 314px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><img loading=\"lazy\" decoding=\"async\" alt=\"How Capcom Reinvented And Updated Onimusha\u2019s Combat In Way Of The Sword\" loading=\"lazy\" width=\"800\" height=\"450\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2026\/07\/15\/28d3ca2e\/380_onimusha10.jpg.webp\" class=\"lazyload\" typeof=\"foaf:Image\"\/><\/p>\n<p>  <\/source><\/source><\/source><\/picture>\n<\/article>\n<p>Yugen has been at Capcom for 30 years, but this is his first time working on the Onimusha series, and he said yes immediately to Nihei when asked to join the project.\u00a0<\/p>\n<p>Yugen says Way of the Sword improves upon previous Onimusha games by making adjusting the Issen, which is a move pulled off by attacking an enemy at the exact same time that they attack you. It results in an insta-kill on smaller mob enemies and heavy damage on larger enemies, and remains the hardest move to pull off in combat in Way of the Sword, just as it was the hardest to pull off in previous games.\u00a0<\/p>\n<p>\u201cObviously, in the previous titles, Issen does feel great to use and pull off, but it happened so fast [&#8230;] it\u2019s hard to tell exactly what\u2019s going on in that moment and so one of the things that Nihei-san approached me about with this title was trying to make the Issen a little more realistic and a little more grounded \u2013 like what would that look like, what would it feel like?\u201d Yugen tells me. He adds that there are around 10 different variations that Musashi can pull off depending on attacks coming from different angles and more.<\/p>\n<p>One thing Yugen says Nihei threw at him that was challenging to implement was Musashi\u2019s ability to black from dozens of angles. Not wanting Musashi to block unrealistically or look like he\u2019s simply pivoting in place, Nihei tasked Yugen with creating an animation system that allowed Musashi to block from, for example, high-behind, mid-behind, low-behind, high-left side, mid-high side, and so on. \u201cIt was a difficult and time-consuming process, but now that it\u2019s in the game and seeing it in the game and how it works and how it\u2019s been received, I\u2019m glad we put it in there,\u201d Yugen says.\u00a0<\/p>\n<p>\u00a0<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"108701ba-e5b7-459a-ac21-d59b818c373f\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"image:responsive_image\" data-entity-embed-display-settings=\"{&quot;responsive_image_style&quot;:&quot;content_body&quot;,&quot;image_loading&quot;:{&quot;attribute&quot;:&quot;lazy&quot;},&quot;image_link&quot;:&quot;&quot;,&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<picture><source srcset=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2026\/07\/15\/8a80e229\/380_onimusha20.jpg.webp 1x\" media=\"all and (min-width: 851px)\" type=\"image\/webp\" width=\"800\" height=\"450\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2026\/07\/15\/8a80e229\/380_onimusha20.jpg.webp 1x\" media=\"all and (min-width: 315px) and (max-width: 450px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><source srcset=\"https:\/\/gameinformer.comhttps:\/\/gameinformer.com\/sites\/default\/files\/styles\/content_default_mobile_\/public\/2026\/07\/15\/8a80e229\/380_onimusha20.jpg.webp 1x\" media=\"all and (max-width: 314px)\" type=\"image\/webp\" width=\"450\" height=\"253\"><img loading=\"lazy\" decoding=\"async\" alt=\"How Capcom Reinvented And Updated Onimusha\u2019s Combat In Way Of The Sword\" loading=\"lazy\" width=\"800\" height=\"450\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2026\/07\/15\/8a80e229\/380_onimusha20.jpg.webp\" class=\"lazyload\" typeof=\"foaf:Image\"\/><\/p>\n<p>  <\/source><\/source><\/source><\/picture>\n<\/article>\n<p>Speaking to the 20-year gap between Way of the Sword and the previous mainline Onimusha release, Yugen says it was important that the team pay attention to how the action space has evolved in those two decades, but only just so \u2013 Way of the Sword still needed to play like an Onimusha game. That\u2019s why mechanics like the Issen and Chain Issen return alongside new moves like the Blade Barrage.\u00a0<\/p>\n<p>One of the more obvious additions to the game\u2019s combat is the two control types: Aggressive and Defensive. The former puts Musashi\u2019s main attacks on the face buttons, with blocks and the like assigned to Square \u2013\u00a0it\u2019s the default control scheme and is designed for players familiar with action games that feel confident in their offense. The latter puts the block button on L1, amongst other changes, to make moves like parry easier for those less familiar with action games \u2013 it\u2019s for players who want to play more defensively, as the name implies. Yugen says the team went back and forth on which one to include, but that ultimately, it decided on including both approaches.\u00a0<\/p>\n<p>You can actually test out both the Aggressive and Defensive control types in the Way of the Sword demo that\u2019s available on PlayStation 5, Xbox Series X\/S, and PC. Though the game will also launch on Nintendo Switch 2, a demo for that platform is not available.\u00a0<\/p>\n<p>I\u2019ll be diving deeper into Capcom\u2019s return to Onimusha as part of\u00a0<em>Game Informer\u2019s<\/em> month of Way of the Sword coverage. We\u2019ll be publishing exclusive gameplay and behind-the-scenes videos (including a Rapid-Fire Interview) on the\u00a0<a href=\"https:\/\/www.youtube.com\/@gameinformer\"><em>Game Informer<\/em> YouTube channel<\/a> as well. Keep an eye on the\u00a0<a href=\"https:\/\/gameinformer.com\/Onimusha\">Onimusha: Way of the Sword coverage hub<\/a> so you don\u2019t miss any of it.\u00a0<\/p>\n<p><div class=\"jlvid_container\"><iframe title=\"Game Informer - Onimusha: Way of the Sword Cover Trailer\" width=\"1170\" height=\"658\" src=\"https:\/\/www.youtube.com\/embed\/4ItkEMIC8aU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/div>\n<p>\u00a0<\/iframe><\/p>\n<p><strong>In the meantime, here\u2019s some additional Onimusha: Way of the Sword reading for you:<\/strong><\/p>\n<hr\/>\n<p><em>Have you played the Onimusha: Way of the Sword demo? Let us know what you think of the action combat in the comments below!<\/em><\/p>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Onimusha: Way of the Sword is\u00a0the latest game to grace the cover of\u00a0Game Informer, and I traveled all the way to Osaka, Japan, to play the game for hours in Capcom\u2019s HQ, interview the developers making it, and learn how the team was returning to this samurai action franchise that hasn\u2019t had a new release [&hellip;]<\/p>\n","protected":false},"author":83,"featured_media":18636,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_uag_custom_page_level_css":"","_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[161],"tags":[],"class_list":["post-18635","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-online-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How Capcom Reinvented And Updated Onimusha\u2019s Combat In Way Of The Sword | Unlock Informed Choices with Us<\/title>\n<meta name=\"description\" content=\"Twenty years is a long time for 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