The landscape of action games has been profoundly shaped by the success of Dark Souls and its ilk since 2011. This trend has led to a homogenization, where many titles adopt a similar formula of methodical combat, stamina management, and intricate lore. However, Onimusha: Way of the Sword emerges as a refreshing counterpoint, showcasing a bold versatility that challenges the industry's adherence to the Soulslike blueprint. Instead of embracing mechanics like bonfires, corpse runs, or obscure item descriptions, Way of the Sword prioritizes a distinct approach to player engagement.
The game immediately distinguishes itself with a narrative that eschews the grim, cryptic openings typical of Soulslikes. Hero Musashi Miyamoto is introduced as a lighthearted character, a stark contrast to the brooding protagonists often found in the genre. This tonal difference extends into the core gameplay, where Way of the Sword diverges significantly from the reactive, offense-focused combat common in Soulslike titles. While games like Sekiro: Shadows Die Twice and Lies of P thrive on precise parries and punishing enemy patterns, Way of the Sword shifts the emphasis to defensive maneuvers.
Players in Way of the Sword are presented with a layered system of blocking, parrying, deflecting, and dodging, each with unique risk-reward dynamics. Standard parrying is accessible, but its payoff is modest. Deflecting requires more commitment but can deplete enemy stamina more effectively. The most potent, the Issen, demands near-perfect timing and carries severe penalties for failure, yet offers substantial rewards upon success. This depth in defensive options forces players into split-second decisions, transforming the player's role from pure reactive offense to a more active, strategic participant. The high skill ceiling allows for player progression to be measured by mastery over these intricate defensive mechanics, making repeated encounters, even with challenging bosses like Dohatsu-ten, a measure of skill growth.
While Way of the Sword incorporates reactive elements such as blade lock, parry breaks, and unavoidable attacks, its strength lies in the sheer variety of these encounters. This breadth ensures that duels remain unpredictable, preventing players from falling into rote memorization. Unlike some Soulslike games that may lean heavily on a single parry mechanic, Way of the Sword demands constant adaptation. Even games lauded for their parry systems, such as Sekiro, Lies of P, and Wo Long: Fallen Dynasty, are presented as well-designed within their chosen frameworks, but Way of the Sword's broader approach highlights the potential for greater diversity.
The dominance of stamina-based action-RPGs has, according to the critique, narrowed the scope of what an action game can be. This trend is compared to the mid-2000s, when titles like God of War heavily influenced a wave of similar games. However, a new wave of titles is beginning to push boundaries. Hi-Fi Rush demonstrated success with a rhythm-action approach, and Ninja Gaiden 4 harkened back to its series' roots. Even games like Control and the anticipated Phantom Blade Zero, while not entirely dissimilar to Soulslikes, are consciously seeking to carve out their own identities, citing influences like Metal Gear Rising: Revengeance and Sifu, and emphasizing unique combat systems. Onimusha: Way of the Sword stands as a prime example of this burgeoning movement, proving that embracing player choice and diverse mechanics, rather than conforming to a single trend, can lead to a more engaging and innovative action game experience.
