Onimusha: Way of the Sword Ditches Weapon-Swapping for Single-Katana Mastery, as CAPCOM Rebuilds the 20-Year-Dormant Series Around Mifune

Cover art for Onimusha: Way of the Sword featuring a warrior with a glowing, intricately designed sword.
At Summer Game Fest 2026, we interviewed Onimusha: Way of the Sword Game Director Satoru Nihei to learn everything about the return of CAPCOM's dark fantasy action saga.

CAPCOM stole the show at this year's Summer Game Fest with a deep dive into Onimusha: Way of the Sword, the highly anticipated revival of their beloved dark fantasy franchise. After trying a new build of the game, we sat down with Game Director Satoru Nihei to discuss how the first new Onimusha entry in twenty years plans to completely reshape the series' classic formula.

Moving away from the weapon-swapping mechanics of old, the developers revealed a razor-sharp focus on single-katana mastery, elevated by incredibly nuanced parry systems and a groundbreaking, RE Engine-powered "free-cut" system for the iconic Issen counters. Fans of historical cinema are also in for a treat: the team detailed their immense reverence for modeling the legendary Miyamoto Musashi after film icon Toshiro Mifune. From navigating a beautifully reconstructed, "wide-linear" Kyoto to slicing enemies precisely where you strike, here is everything we learned from our interview about this upcoming 20-hour dark fantasy epic. By the way, if you've played the demo and wished for increased difficulty, rest assured that the developers have already heard that feedback.

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Can you give us a refresher on the Genma versus Oni conflict and catch players up on Onimusha, since it's been a while?

Satoru Nihei: The Genma reside in the lowest layer of hell, a place called Mugen Jigoku (Infinite Hell). The Oni have been guarding them so they don't do any harm. However, a certain incident triggered the Genma to kill the Oni and invade the human world, and that's where the story begins.

The actor behind this character appears to have taken great care in treating his role with reverence, because this isn't just his facial likeness but also many of his mannerisms, like the way he talks and the way he holds his sword. It seems like you're treating his estate and legacy with great care.

Satoru Nihei: Thank you very much.

Were there any specific movies or roles that you took inspiration from to create this character?

Satoru Nihei: To study Mifune-san's acting, we watched various movies, but there isn't one specific movie we copied. We watched many different things and referenced the common traits in Mifune-san's style, like his expressions or acting, while creating this. However, our goal wasn't just to replicate Mifune-san himself, but to use his elements to build the character of Miyamoto Musashi.

Previous Onimusha games used a variety of weapons that you would pick up and equip throughout the adventure, and in Way of the Sword, it's primarily focused on the single katana, and then the other weapons are situational, as you may use them after you've built up a gauge. Why did you go with this system rather than letting players use the naginata the entire adventure once they unlock it?

Satoru Nihei: When we started making this project and decided what we wanted to focus on, we wanted to create various actions and performances using the katana. That's where we started. We focused heavily on the different expressions you can achieve with just one katana. However, if it were only that, the range of expression would become too narrow, so we changed the structure so that players can use various weapons through the Oni's power to perform special moves. In addition, the parry and deflect mechanics are elements that didn't exist in previous Onimusha entries, so we also created unique deflections and parries depending on each individual enemy and attack.

Musashi-san is famously known for fighting with two swords. So will he eventually pick up a second katana in Way of the Sword?

Satoru Nihei: We have incorporated the essence of dual-wielding actions into the Oni weapon mechanics, and you can also see him slashing with two swords during continuous cuts. But also, with the Break Issen, if you have multiple enemies with their stamina depleted at the same time, you do actually get to see him use two swords a couple of times—he's got an animation for his blades.

The Issen mechanic has been a key feature that sets Onimusha apart from other character-action games. What other forms of Issen are in the game besides your standard counter, as well as the Break Issen?

Satoru Nihei: Essentially, there is the Kuzushi Issen (Break Issen), the standard Issen triggered by timed inputs, and the Rensa Issen (Chain Issen) that can be chained sequentially. Those are the main categories.

To make the game easier for players, can they turn on a visual cue that might show them when they can do an Issen?

Satoru Nihei: Regarding the timing for Issen, there is no such guide. We do have the button guides for other things.

Honestly, I think that is a good move because Issen has always been a very strong hidden mechanic: once you learn the combat and know how to do Issen, you pretty much become a god as Samanosuke.

Satoru Nihei: One thing we do want to highlight, though, is that the timing windows are actually different between the two difficulties. If you do play on the Story difficulty (Katsugeki), it does become a little bit easier to perform the Issen, so people can feel more powerful.

Once players finish the game, will there be additional difficulty modes to unlock?

Satoru Nihei: As for post-game elements, it wouldn't be right without them. I can't give details yet, but we want to prepare something so players can enjoy the game for a long time.

I love some of the additional content that players can unlock. I think the panda costume for Samanosuke was wonderful. I would love to see something similar for Way of the Sword.

Satoru Nihei: (Laughs)

So far, what we've seen for Way of the Sword is that it takes place in Kyoto. Does the world expand beyond that? Will you go into the lower levels of hell to chase after the Genma?

Satoru Nihei: The game is fundamentally set in Kyoto, and the story progresses within it. However, it features that dark fantasy Onimusha style, so there are elements where you go to the Oni world and some other places as well. and experience fantasy settings.

In earlier games, the portals to the Oni world were usually combat challenges. Will Way of the Sword have something similar?

Satoru Nihei: I can't share details, but we want to prepare something like a boss-attack mode where players can challenge bosses again.

The combat in prior Onimusha games revolved a lot around elemental weapons. You had your lightning katana, you had the wind naginata. Do weapons or attacks in Onimusha: Way of the Sword have an elemental affinity?

Satoru Nihei: Yes, certain weapons or skills can set enemies on fire and deal fire elemental damage over time.

Roughly how long is Way of the Sword?

Satoru Nihei: If it's your first playthrough, it should take around 20 hours.

And for those follow-up playthroughs, will there be new content to explore?

Satoru Nihei: I can't go into detail, but there will be something for you to enjoy.

Earlier Onimusha titles were famously roller coasters, where you went from the beginning to the end on a fairly linear path. And with Way of the Sword, you've opened up the world of Kyoto. Will players still have a main path through the story, or can they branch out and choose how they want to explore?

Satoru Nihei: Basically, kind of like the old titles, the main quest follows a linear structure that progresses the story. However, while walking around certain parts of Kyoto, which features a wide-linear design, there are side quests, which can be approached in any particular order, and you can choose to complete or skip entirely and still clear the game. Within that space, players can grow their character or experience mysteries unique to Kyoto.

Will there be moments of points of no return where the story might lock you from going back to an earlier area?

Satoru Nihei: Basically, the wide-linear areas are designed so you can come and go freely. As you advance through the game, that wide linear area gradually expands. However, it's not a massive size like a full open world. Even after you clear the Kiyomizudera stage once, you can visit it again to play. There's not really any way that you're locked out.

Onimusha: Way of the Sword is so far one of CAPCOM's most beautiful games to date. Is this all developed in RE Engine, and did you learn any new techniques specifically for Onimusha?

Satoru Nihei: Yes, it is built using the RE Engine. Regarding new technology, a key feature we implemented for this game is the free-cut system for the Issen execution actions, where you slice enemies and they split in half exactly where you cut them.

The wide-linear elements, most recently Resident Evil: Requiem featured some moments like that with Leon. Is that where you took inspiration for that type of gameplay?

Satoru Nihei: It's completely unrelated. (Laughs) We have been developing Onimusha: Way of the Sword for about six years now, and we had already planned this stage structure at that time.

We've recently seen remasters of the first two Onimusha titles, but there are still four more to go, one of which famously features Jean Reno. Does CAPCOM have any plans to revisit those earlier titles?

Satoru Nihei: Right now, we are fully focused on getting Way of the Sword out the door, so at the moment, that's our primary focus.

Of all the new features that you're bringing to Onimusha, is there one thing specific that you think, 'Okay, this is something that Way of the Sword is the only game that's ever done this'?

Satoru Nihei: Since it's a new title, all characters are completely new, and there's been a very big focus on them. We've built attractive characters from scratch, focusing heavily on Miyamoto Musashi and his companions. I think the character designs showcase a very CAPCOM-esque personality and flair. Furthermore, the bosses are also brand new—though some are homages from some myths and legends, they are essentially newly conceived for this project, making them unique selling points for this game.

There's so much Japanese mythology throughout the entire Onimusha series. Were there some elements of Japanese mythology that you really wanted to express or tell within Onimusha?

Satoru Nihei: We are using Kyoto as our stage, which has a thousand-year history and plenty of folklore. In particular for this title, setting it in Kyoto, and Kyoto is a city that's very rich with history, myths, legends, a thousand years of history. Trying to incorporate those and tie them to Genma, to give it that Onimusha feel, is something they really focused on. There's not particularly one specific legend they focused on, but they wanted to try bringing a lot of those elements from Kyoto mythology. In Onimusha, we combine these slightly eerie and dark elements with the gameplay, so I hope players enjoy that connection.

I hope that, with players able to see this version of Kyoto, it might inspire them to be tourists and visit these cities to explore some of Japan's rich history.

Satoru Nihei: I feel that way too. Thank you very much.

Thank you very much for your time.

Kai Tatsumoto Photo

About the author: Kai joined the gaming team of Wccftech in 2016 and has since penned over a hundred reviews and interview pieces, covering a bit of everything from one-man indie gems to AAA masterpieces and whatever lies in between. Over the recent months, Kai has expanded into preview and interview coverage of not only the gaming side of the industry but also tech and consumer electronics.

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