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  1. Games
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  3. Onimusha: Way of the Sword

"What we wanted to depict was the figure of a young, rough-edged Musashi": Onimusha: Way of the Sword's protagonist melds a historical figure with a cinematic legend

Features
By Luke Kemp published 11 January 2026

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Samurai Miyamoto Musashi raises his sword to guard in key art for Onimusha: Way of the Sword, with enemies in a montage behind him - with the GamesRadar+ Big in 2026
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Now into its 25th year, and a full two decades since the last entry, the Onimusha series is making a comeback in a big way. Onimusha: Way of the Sword is storming onto the scene with everything that fans love about the series, augmented with thoroughly modern tech and some new gameplay additions that make the monster slaying more intense than ever.

Taking place in a gorgeously realized (and Oni-twisted) Edo-era Kyoto, you play as Miyamoto Musashi, a samurai seeking to prove himself as an unparalleled swordsman. He's soon set upon by creatures known as the Genma, and it's only after acquiring an Oni Gauntlet that he's able to defend himself against them. He's uncomfortable wielding the power of the gauntlet, however, strongly believing that a samurai should rely on their natural strength and discipline alone. Luckily for us, he doesn't have much choice.

It takes all swords

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If Musashi looks familiar, that'll be because his face is modelled after that of legendary actor Toshiro Mifune, of Seven Samurai and Shōgun fame. "We were looking for someone who could embody the image of a samurai who fights fiercely, laying bare his emotions rather than a taciturn warrior," explains game director Satoru Nihei. "Toshiro Mifune was naturally the most fitting choice. His acting and charisma are second to none, and we instantly knew he was the only choice from the start. It took us about two years before we could licence his likeness, but we were certain his face and mannerisms would represent the unyielding attitude of a warrior."

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Previous Onimusha games have integrated historical figures, and Onimusha: Way of the Sword is no different. Musashi was a real person, albeit one who (probably) didn't fight demonic monsters while wearing a gauntlet that gave him supernatural powers.

"The reason I chose Miyamoto Musashi was because I wanted to depict a single individual in depth, rather than a general commanding armies," Nihei explains. "The historical version of Musashi was covered in blood and mud, fought fiercely, and utilized everyday objects as weapons – a combat style that left a strong impression and aligned perfectly with the elements I wanted players to experience in this game. While Musashi has been subject to various interpretations and anecdotes, what we wanted to depict was the figure of a young, rough-edged Musashi – one who did not rely on the strength of the Oni Gauntlet, but pursued his own power."

Image 1 of 8
Musashi clashes swords to parry another samurai in Onimusha: Way of the Sword
(Image credit: Capcom)
Musashi battles a Greater Nue, a massive bestial monster, in Onimusha: Way of the Sword
(Image credit: Capcom)
Onimusha: Way of the Sword screenshot
(Image credit: Capcom)
Onimusha: Way of the Sword screenshot
(Image credit: Capcom)
Onimusha: Way of the Sword screenshot
(Image credit: Capcom)
Onimusha: Way of the Sword screenshot
(Image credit: Capcom)
Onimusha: Way of the Sword screenshot
(Image credit: Capcom)
Onimusha: Way of the Sword screenshot
(Image credit: Capcom)

The 'everyday objects as weapons' idea will feature regularly. Magical powers and expert sword skills are all very well, but sometimes you just want to kick a tatami mat across the room or hurl a cart into a group of enemies. And you can! This is flavor rather than foundation however, as what is a samurai without his sword? And so there's a deep melee system across different weapons that rewards you for successful parries, deflections, and evasions with reversals and enormously powerful strikes.

Core to combat is the returning Issen mechanic, a classic high-risk high-reward counter technique that not only unleashes huge damage, but can be chained between multiple enemies and even target specific body parts on bosses. Mastering Issen, alongside deciding when to collect dropped souls for health and ability gauges – an action which leaves you vulnerable – is key to success.

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In short, it's Onimusha as fans know and love it, but updated for today's audience. "We've faithfully preserved core mechanics that are recognizable to long-term fans like Issen swordplay, soul absorption, and the Oni Gauntlet," says Nihei. "We've also modernized the combat with new systems like parries/deflects which can grant blue souls for Oni-powered moves. We also gave the game a cinematic edge to appeal to a wider audience. Each strike and clash is designed to feel satisfying and elegantly choreographed."

You won't be alone on your adventure. Musashi's gauntlet is inhabited by the "Oni Lady", who usually communicates from within the gauntlet, but will occasionally appear before him when she deems it necessary. You're not the only one with one of these magical aids, either, as you'll discover when you meet Ono no Takamura, an old yet fearsome swordsman. The young kabuki dancer Izumo no Okuni, meanwhile, approaches Takamura hoping to gain the power to fight the Genma for reasons of her own…

Still, despite the fact that there are other humans out there to meet – and the fact that bosses seem keen to chat with you – Onimusha remains an action game. There's a huge variety of intricately detailed demonic foes, all rendered in beautifully disturbing clarity, to do away with via the fluid combat which integrates Oni armaments.

The Two Celestials for example are a pair of blades with strikes that guarantee health souls to drop; the Earth-Shakers are hammers effective against shields, armor, and stamina; and the Wind-Whipper is a double bladed naginata that covers a wide area and blocks ranged attacks. Just three more reasons I can't wait to dive into Onimusha: Way of the Sword's nightmarish ancient Kyoto.

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Luke Kemp
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Freelance Writer

Luke contributed regularly to PLAY Magazine as well as PC Gamer, SFX, The Guardian, and Eurogamer. His crowning achievement? Writing many, many words for the last 18 issues of GamesMaster, something he’ll eagerly tell anybody who’ll listen (and anybody who won’t). While happy to try his hand at anything, he’s particularly fond of FPS games, strong narratives, and anything with a good sense of humour. He is also in a competition with his eldest child to see who can be the most enthusiastic fan of the Life is Strange series.

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