Onimusha: Way of the Sword presents a unique dichotomy in its gameplay: it is both a demanding action game that centers on intense boss fights and surprisingly forgiving when it comes to standard enemies, allowing players considerable freedom in how they are dispatched. This dual philosophy, while initially appearing contradictory, forms one of the game's core strengths.

Early impressions following a public demo featuring Kiyomizu-dera Temple suggested the game might be too easy, a sentiment that shifted dramatically upon reaching the boss Sasaki Ganryu. The game aims to deliver satisfaction through both the thrill of overcoming difficult opponents and the joy of defeating enemies with style, a balance few action games achieve.

Combat animations dynamically shift based on the positioning of both the player and enemies, similar to Sifu, adding a cinematic flair to encounters. While positioning is not a core strategic mechanic, it grants players significant freedom to choreograph stylish sword fights. Miyamoto Musashi can deflect attacks from various directions, creating the impression of a near-superhuman swordsman.

The game features one-handed and two-handed attacks, functioning as light and heavy attacks respectively. Simultaneous attacks from both combatants trigger a 'Blade Barrage' mechanic, where switching between one-handed and two-handed attacks can win the exchange, leading to cinematic sequences.

Onimusha: Way of the Sword differentiates itself with two distinct defensive mechanics: Deflect and Parry. Parry, akin to its use in other action games, requires precise timing to stagger an opponent for a counterattack. Deflect, however, involves holding the guard button and pressing 'X' at the moment of an enemy attack to safely intercept blows and deplete the enemy's Stamina gauge. This gauge functions similarly to Sekiro's Posture system, and its depletion opens an opportunity for a devastating attack. This system creates a strategic choice between immediate openings via Parry or long-term advantage through Deflect.

Director Satoru Nihei stated that Parry and Deflect incorporate over 300 unique animations, varying based on enemy size and type, enhancing the spectacle of combat. The series' signature 'Issen' mechanic returns, a high-risk, high-reward counterattack triggered by striking at the exact moment an enemy attacks. While Issen can instantly defeat most standard enemies, its tight timing window makes a failed attempt risky. Against regular foes, its use is often unnecessary for efficiency, but against bosses, the risk is amplified, with missed timings leading to significant damage. Many players found themselves foregoing Issen against bosses due to the high stakes involved.

The purpose of Issen, according to the preview, lies in its sheer spectacle and the immense satisfaction of successful execution, rather than pure strategic necessity. It embodies the series' unique balance of risk, reward, and style.

The Oni Refuge and Environmental Puzzles

A new area explored in the preview, the Oni Refuge, is a fantastical environment where massive rocks and ruined shrines float in the sky, featuring kintsugi-inspired cave interiors. This surreal landscape allows for level design elements not possible in realistic settings. Early in the area, players acquire the Oni Bow, a magical bow with unlimited arrows, which becomes central to environmental puzzles. Players shoot massive boulders to crush enemies or clear paths.

The puzzles presented are not overly complex, aligning with the game's focus on action over elaborate puzzle-solving, distinguishing it from titles like Resident Evil Requiem or Pragmata. Combat within the Oni Refuge often integrates the Oni Bow's environmental interactions directly into the action.

Boss Battles and Evolved Soul Absorption

The preview details a boss encounter with Daidara, a gigantic man-eating Genma. Daidara introduces a significant evolution to the series' classic Soul Absorption mechanic. Traditionally, Musashi absorbs souls from defeated enemies to restore health, fill special attack gauges, or gain experience. In this encounter, Daidara can also absorb souls, powering itself up if it consumes them before the player. This transforms Soul Absorption into a frantic race, forcing players to dodge and defend while simultaneously trying to collect souls. Even if Daidara powers up, relentlessly attacking its enlarged stomach can recover a large number of consumed souls, offering a fresh take on a long-standing series feature.

Exploration and Shifting Combat Dynamics

Following the Oni Refuge, players return to the Rokudo-chinnoji Temple, a hub area where combat tutorials and boss rematches can be accessed. Notably, the Deflect mechanic, available from the start in the demo, is unlocked later in the full game. Kyoto serves as the game's primary exploration zone, a wide-linear area featuring main quests. Standard enemies here are generally not threatening, providing a breather between challenging boss encounters. Some players found themselves attempting Issen again simply for the stylish fun.

Random events, such as villagers being attacked by Genma, offer rewards for successful intervention but result in permanent villager deaths if failed. These events, along with the search for hidden items like unlockable outfits for Musashi, contribute to the exploration elements, though Kyoto itself is described as not being particularly exciting.

Boss Fights and Strategic Depth

The boss fight against Rasho-gan, encountered in Kyoto, highlights the game's escalating challenge. Like other bosses, Rasho-gan has a second phase with dramatically altered attack patterns, including a troublesome grab attack. Each boss introduces a unique gameplay twist; Rasho-gan, for instance, is bound by mystical threads that can be cut to temporarily weaken it.

Rasho-gan proved to be a formidable opponent, requiring multiple attempts and teaching players to favor Deflect over Parry. The victory felt earned, stemming from learning attack patterns and improving with each attempt. This leads to the realization that Onimusha: Way of the Sword masterfully balances demanding, Soulslike-level boss encounters with less punishing journeys between them. The game thus shifts fluidly between intense focus and moments of stylish swordplay, avoiding player exhaustion.