Concerns about the perceived ease of Onimusha: Way of the Sword, stemming from its initial demo, are largely unfounded once players dive into the complete experience. While the opening hours may indeed serve as a gentle introduction to its combat mechanics, the full game presents a significant challenge, especially during its numerous boss fights.
Producer Akihito Kadowaki previously acknowledged the feedback, stating that the demo represented "just a slice of the early part of the story" and that the final game would feature tougher boss and regular Genma encounters. Post-release, a playthrough of nearly 40 hours confirms this, with many deaths attributed to bosses that ruthlessly punished imprecise parry timing and aggressive button mashing. Even standard enemies can prove perilous when approached with overconfidence or impatience.
Capcom has included a higher difficulty setting, but it is only unlockable after completing the game, a point of contention for players seeking immediate increased challenge. The developers may have been better served by making this option available from the outset.
One common critique pointed to enemies attacking one by one, suggesting a lack of coordinated assault. While it's true that groups of enemies do not all attack simultaneously, this design choice becomes more nuanced as the game progresses. After the introductory phase, players will typically face mixed groups of enemies that demand constant attention. Weaker Genma often initiate combat by attempting to encircle the player, a tactic that, while not individually threatening, requires attention to avoid being caught off guard. These fodder enemies can sidestep heavy attacks and will block repeatedly, forcing players to either wear down their guard, parry, or use a shoulder check ability unlocked later in the game.
The primary challenge often arises from the more formidable enemies paired with these basic Genma. These heavier foes can parry player attacks, employ unblockable strikes, or execute high-damage grab moves. Simultaneously, archers or flying Genma may attack from a distance, while the basic enemies seize opportunities to strike from behind. This dynamic creates moments for the game's elaborate animations to shine, such as the protagonist parrying an attack from behind with a flourish.
As the game advances, even standard enemies begin to utilize unblockable attacks, appear with armor or shields, and can even absorb souls dropped by their fallen comrades. While the enemy groups might not attack with the same relentless aggression as those found in Souls-like titles, their behavior aligns with the game's premise of the player character, empowered by a demon gauntlet, as an apex predator. An ability acquired later in the game even causes weaker enemies to flee in fear when one of their allies is slain.
While button mashing might suffice for the initial encounters, it quickly becomes a liability against bosses and even more capable regular enemies. Blocking is effective early on, but eventually, players will face attacks that deplete their entire stamina meter if blocked, necessitating parries. The importance of parrying and deflecting grows as enemies develop guards that must be broken before they can be damaged. The timing for deflection is generally more forgiving than for a parry, but it adds another layer of tactical consideration during combat.
Boss fights often mirror the Sekiro-esque rhythm of learning attack patterns, repeatedly parrying and deflecting to break the boss's stamina, and then exploiting the opening for significant damage. Constant blocking or mashing will lead to swift defeat, particularly as bosses can steal souls and power up when they deplete the player's stamina gauge.
Onimusha: Way of the Sword adopts a more deliberate pace compared to faster-paced action titles like Devil May Cry or Ninja Gaiden, evoking the weighty duels of samurai films. This slower tempo emphasizes the impact of each strike and the physical presence of the combatants. While not as rapid as some counterparts, the game still features bosses that demand quick reactions. The advanced "issen" technique, a high-risk, high-reward move, requires precise timing just before an enemy attack lands to execute an instant riposte.
For players who found the demo too easy, the full game of Onimusha: Way of the Sword offers ample challenge, particularly in its boss encounters. Those capable of defeating bosses in games like Sekiro without taking damage may find Way of the Sword less demanding, but for most players, a satisfying level of difficulty awaits past the initial hours.