Video summary

Onimusha: Way of the Sword - Before You Buy

Main summary

Key takeaways

Gaming

Storyline (High Level)

  • The game is described as Resident Evil–style survival/action set in Japan’s Sengoku era (especially fitting for the early Onimusha entries).
  • In Onimusha: Warlords, you play as the swordsman Miyamoto Musashi, battling demonic forces.
  • The narrative and tone aim to balance humor and horror, with villains presented as particularly cruel—making their defeat especially satisfying.
  • The main plot is framed around cleansing/inverting demonic corruption across multiple regions (including a major hub area), moving through structured missions/encounters.

Gameplay Highlights

PC Performance

  • The reviewer reports the PC version runs flawlessly:
    • No stutter or slowdown
    • No bugs/glitches
    • Even at max settings

Difficulty Curve

  • The early demo feels easy, but the standard difficulty becomes brutally hard, especially in the second half.
  • Boss fights are highlighted as:
    • Extremely punishing
    • Continuously ramping in difficulty (no smooth plateau)
  • A Story difficulty mode exists for players who struggle once the game spikes.

Combat System (Core “Gem”)

  • Combat feels elegant and satisfying, with animations that turn even routine fights into dramatic duels.
  • Core actions mentioned include:
    • Light/heavy attacks
    • Special abilities (with cooldowns)
    • Dodge
    • Parry/Reflection

Defense Timing Matters

  • Parry/Reflection works best vs sword attacks.
  • Dodging works better vs elemental/physical attacks, such as punches/grabs.
  • Some attacks are parry-only, while others require dodging.
  • Perfect timing can trigger unique counter animations.

Deflection + “Burning State”

  • Deflection is described as safer than a regular reflection, but it requires building a burning state through perfect reflections.
  • Main hard-fight strategy:
    • Reach burning state
    • Deal heavy stamina damage
    • Deflect bosses to stun
    • Use break eizen to target different body parts for different effects, such as:
      • Head = massive damage
      • Tail = extra “souls” (used for healing/ability charging)

Eisen (Instant Counter)

  • Eisen returns from older games:
    • If you attack precisely when an enemy strikes, you get a massive instant counter.
  • Timing is extremely precise, even late game.
  • The reviewer calls it difficult to perform consistently.

Resource / “Souls” Mechanic

  • After fights, you manually absorb souls by holding a button to pick up spheres in the air.
  • Souls are used for:
    • Experience
    • Restoring energy
    • Restoring health
  • Some enemies can steal souls, and bosses can absorb them to become stronger—creating a tug-of-war dynamic.

Exploration / Hub Structure

  • The game includes a hub called Eastern Kyoto, described as semi-open world with:
    • Exploration
    • Resources
    • Side quests
  • The reviewer expected Kyoto to be a between-missions stop, but notes that a large portion of playtime is spent there.
  • Kyoto activities include:
    • Cleansing areas of demonic invasion
    • Fighting while roaming the city

Strategies / Key Tips Mentioned

  • Don’t trust the early-game balance: even if the demo is easy, standard difficulty spikes hard in the second half.
  • Learn defensive rules by attack type:
    • Parry vs sword attacks
    • Dodge vs elemental/physical (e.g., punch/grab)
  • Enter “burning state” for the hardest fights:
    • Build it via perfect reflections
    • Then use deflection to apply stamina pressure and stun bosses
  • Use break eizen intelligently:
    • Choose body parts based on your goal (damage vs souls/healing/ability charging)
  • Watch for soul tug-of-war threats:
    • Enemies/bosses that steal or absorb souls affect both your sustain and boss power

Criticisms / Drawbacks Noted

Late-Game Enemy Variety

  • New enemy types slow down later in the game, and the reviewer feels combat becomes more repetitive by the end.

Mission / Level Repetition

  • The reviewer describes mission structure as repeating patterns, such as:
    • Clearing darkness
    • Entering an Oni dimension
    • Reusing puzzle mechanics
    • Door/barrier/spider mechanics
  • Combat remains great, but mission design and Kyoto pacing make the overall experience feel dragged out compared to other Capcom releases.

World / Environment Diversity

  • Compared to earlier Onimusha games, Kyoto’s environments can look more dull.
  • The reviewer acknowledges the intent to keep things realistic and grounded, but still notes the visual variety concern.

“Before You Buy” Conclusion (Overall Recommendation)

  • Recommended for action players who want a real challenge and enjoy deep, complex combat.
  • The reviewer emphasizes:
    • Top-tier combat animations and boss spectacle
    • Difficulty as a major factor (using Story difficulty late may be wise)
    • Some aspects don’t match the combat quality due to mission repetition and pacing

Gamers / Sources Featured

  • Falcon (reviewer/channel host)
  • Mentions and comparisons include:
    • Resident Evil Requiem
    • Pragmata
    • Devil May Cry 5
    • Earlier Onimusha games (series context)
    • Kingdom Come: Deliverance
    • Souls-like games (genre comparison)
    • Monster Hunter World and Dragon’s Dogma 2 (PC performance/port comparison context)

Original video