Not Everything Needs To Be A Soulslike, And Onimusha: Way Of The Sword Shows Why

Not Everything Needs To Be A Soulslike, And Onimusha: Way Of The Sword Shows Why


In 2011, Dark Souls let players praise the sun, and that sun cast a shadow long enough to engulf the whole industry. The action-RPG–boosted by its spiritual predecessor, Demon’s Souls–kickstarted a new subgenre with a refreshing level of boldness that made it unignorable for any developer making a game with a sword. It was a paradigm shift that swallowed the action genre and meant almost everything was molded after Dark Souls and its stamina meter, methodical movement, and esoteric world. Even with small deviations here and there, there was seemingly little room for action games unwilling to stick to this blueprint.

This dearth of variety is precisely what makes Onimusha: Way of the Sword so refreshing. Instead of capitulating to trends, Capcom’s latest hit bravely demonstrates a level of versatility action games should have had all this time in this post-Dark Souls world.

Way of the Sword sheds a number of key soulslike principles. There are no bonfires that repopulate the lands, interlocking paths filled with shortcuts, corpse runs, stamina bars to micromanage, obnoxious boss runbacks, or obtuse lore bits hidden in item descriptions that require VaatiVidya explainers to fully grasp. Way of the Sword doesn’t begin with a four-minute monologue from a cockney witch speaking cryptically about the Blight or Corruption sweeping the earth. Instead, it kicks off with a gaggle of jokes that demonstrate hero Musashi Miyamoto’s character well: He’s an unserious goofball who is seriously talented with a blade and just wants to eat his rice ball in peace.

Its ability to subvert soulslike tenets is more important when the swords start clanging. Soulslike games are often built upon reacting. Every time Malenia does her dive-bomb move, you have to dodge and wail on her during her abundant amount of recovery frames. When the King of Puppets does his spin and slam, you just need to react to whether or not he will do a second one before you unload. The bosses may have various tentacles or mechanical parts, but the dance of waiting to parry- or whiff-punish can often be broadly similar. 

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