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Onimusha: Way of the Sword

Sa kaluluwa ni Miyamoto Musahi - Onimusha: Way of the Sword Panayam sa Gamescom 2026

Ang bagong bersyon ng Capcom sa minamahal nitong action adventure noong panahon ng Edo ay malapit nang ilabas at dito namin nakapanayam si direktor Satoru Nihei at producer na si Akihito Kadowaki upang matutunan ang natatanging personalidad at katatawanan nito, ang iba't ibang sistema ng gameplay, produksyon at optimisasyon, at ang bukas na Kyoto.

Transkripsyon ng Audio

"Hi friends, this is Gamescom, this is Köln, this is my day one, and as you can tell by the background, we're gonna talk about Onimusha Way of the Sword, which is a game I'm playing and I'm loving so far, I haven't completed it yet, and the thing that stands out to me is the personality, it's a game with very own personality, is this something that you wanted to protect and to sort of, the game to permeate with players? And that brings me to Miyamoto Musashi. He's a fun character, he's a cool guy, he's a little bit, he doesn't know what's going on."

"So what can you tell me about humor, about the sort of the comic aspect to the game, and if you can tell me which do you think is the funniest situation in the game or sequence? And so yeah, so probably the funniest and the most interesting aspect is kind of at the beginning of the game, after Musashi is kind of claiming the victory, he has a very funny comical scene where he's kind of running away from this army of guys chasing after him, and that's kind of one of the most fun scenes, yeah. That's hilarious, I remember that one. Also, what gives the game personality is some of the gameplay systems as well. So, I really like how you guys used the souls with different colors and different effects. So how can you tell me you guys sort of balanced this system, and how do you think it's gonna add something fresh for players to play with? So, rather than having, obviously, the soul system has been very key to the Onimusha series for a long time, but rather than just having souls come out, we wanted to really kind of make the gameplay system very unique, depending on the soul. So, for instance, using the parry mechanic enters the blazing state, which then generates more blue souls, which then falls on the armaments. We wanted to make these very unique gameplay cycles within the combat with the soul system this time around. Now that you mentioned parry, you know that parry and deflect are slightly different and it's vital for players to understand how they work. Do you think it's going to be easy for the community to understand this system and to master it because it's crucial for you to succeed in the game? So we've made a very big effort to essentially try and make sure that it's very easy for players to kind of understand the differences between those two mechanics, and they're introduced gradually over the course of the game, so it's not something that will be very overwhelming to learn all in one go. So, in terms of combat with the parry system, you know, we want people to be able to recognize that it feeds into the blazing state. You can use it to make enemies bump into each other. It has a very unique use case, whereas the deflect is kind of more geared towards chipping down enemy stamina. And, you know, the animations are very unique for those, so we felt that it shouldn't be too intimidating for players to be able to pick up on those differences there. Production-wise, I wanted to ask you about the challenges, because you guys are releasing on four different platforms with their variations as well. Of course, you're releasing on the Nintendo Switch 2, which looks fantastic already, and you also moved the release date forward, which is amazing."

"So, what can you tell me have been the challenges, production-wise, and specifically with the Switch 2? And so yeah, so in terms of bringing the Onimusha series brand back after such a long time, there's obviously a lot of challenges there to making that happen and kind of bringing it to a modern audience. In terms of the battle mechanics and the combat, we wanted it to be accessible to a wide range of people. And so kind of balancing that feeling of kind of making challenging combat but also being accessible was one of the things that was quite a big challenge in the course of development and fine-tuning that along the way to try and get that to hit right. We're quite confident we've kind of hit upon a really good fit for, you know, players that are coming into the series and also veterans that are coming back. And so, yeah, we didn't really face any real big challenges in bringing the game to the Switch 2, and the RE Engine that we use to make a lot of our games now is very versatile, and so bringing it to Switch 2, we didn't feel like there was any necessary hurdles there, and, you know, we're quite confident it's still, you know, going to deliver a very smooth gameplay experience for people that play it there. Something that I love, not that you mention accessibility, something that I love about the Switch version is the motion controls for the bow. And I did have that, if I'm correct, on PS5 for Resident Evil Requiem, so can we expect PS5 to get motion controls for the bow?
Because I love that. So we won't be able to do that with the PS5 unfortunately, but in making a PS5 experience with a controller, obviously the main focus is the swordplay, and so combining the swordplay controls with tilting the controller, we felt wasn't really quite a good match in the case of PS5. And finally I wanted to ask you about two things, one is bosses and another one is the more open world of Kyoto. So first about bosses, of course I think they are the highlight of this game, some of the designs are incredible, so can you pick a boss that you are specifically proud of and can you tease players about them? In a recently revealed trailer, we have Ifu and Burai. They're essentially a pair of gamer siblings. And for Nihon-San, the design of those in particular are, you know, quite interesting and exciting for him. For Ifu, the one that controls the wind, he has this kind of giant lung-like appendages on his back. And that's something that we, you know, it was kind of a cool aspect to bring into the design for him. And then we have Ifu as well, who can kind of wield lightning and control those with special implements. You know, for him, this is one of the coolest designs in the game. Fantastic. And then about the open-ended areas, I enjoy them, I enjoy the activities you have to perform around Kyoto and how it opens more and more for the players to explore. So with all you guys learned from this experience in this more open-ended world, would you like to try your hand at an open world Onimusha in the future? So in terms of making this game, even for us in the early stages of making this game, the idea of making it open world was something that was discussed at certain points in development. But in the end, we decided with the game that we wanted to make, and the story we wanted to make, we wanted to focus on a more linear, kind of stage-driven experience, and so that's where we landed on this occasion. I can't say for sure that we might go in an open world direction in the future, but this is something that might be on the table at some point. Fantastic."

"Thank you so much for your time. I'm looking forward to following The Way of the Sword myself in a few days. Enjoy the rest of the show. Arigatou gozaimasu."

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