
On the first day of Gamescom 2026, we visited the Capcom booth and reunited with Producer Akihito Kadowaki and Director Satoru Nihei, whom we had interviewed several times before. Months ago, and even a year ago, there was still time before launch, leaving room for many things to change, but not anymore. Launch is literally "imminent." While it hasn't gone on sale yet, 'Onimusha: Way of the Sword' is already a finished game.
On top of that, "Oni Transformation" was revealed during Gamescom Opening Night Live, showcasing how the protagonist, Miyamoto Musashi—who denies everything about Oni and is reluctant to use their power—comes to embrace the Oni power. We sat down for an interview to hear as much as possible before launch.

As a brand-new title returning after 20 years, there must have been a lot of contemplation balancing the feel of the past with modern changes. What was the hardest element to maintain while modernizing 'Onimusha'?
Satoru Nihei: If I had to pick the most difficult part, it would be soul absorption. In 'Onimusha,' players had to stand still while absorbing souls, which served as a crucial risk-reward element in combat. Stopping your movement created risk, but it offered a corresponding reward.
However, in modernizing this, we felt that stopping movement to absorb souls could feel quite stressful to today's players. Modern games generally allow players to perform various actions while moving. So we went through a tremendous amount of trial and error regarding how to maintain the existing risk-reward balance and tension while allowing players to absorb souls on the move, which eventually led us to its current form.
Given the long development period, some aspects must have changed significantly from the initial concept to its current form. Which system changed the most during development?
Satoru Nihei: Ultimately, the system that changed the most was actually one that was removed. Initially, there was a stance-switching system between a two-handed stance and a one-handed stance. Each stance had different actions and mechanics tied to it.
For instance, actions like parrying and deflecting that remain in the current game were originally tied to individual stances. However, when we actually implemented it, the controls became more complicated than we intended. In the end, to optimize controls and make gameplay more accessible, we scrapped the stance-switching system altogether.
However, its traces haven't vanished completely. The signature actions tied to each stance have been carried over into the current core combat system. In that sense, I think this area underwent the biggest change.
Recently, sword-based action games have become very common. What did you focus on most to set this game apart from other modern swordplay action games?
Satoru Nihei: I'd say it's "Deflect." While many other games have parry-like systems, in this title we implemented movements where you deflect incoming attacks from various directions and seamlessly transition into attacks in other directions. I believe these movements are quite rare in other games.
At the same time, we didn't stop at just making it look cool; we tied it into signature 'Onimusha' fantasy elements and gameplay mechanics. For example, successfully deflecting consecutive attacks enters a "Blazing State" represented by blue flames. We feel that linking action, 'Onimusha'-unique fantasy, and actual gameplay mechanics together is a defining feature of this title.

In the past, Issen was a system where the feel of combat changed dramatically depending on mastery. Did you design it again so that combat style changes as players become more skilled?
Satoru Nihei: In a sense, that feel remains the same as in previous games. Issen involves taking big risks, but the reward for landing it is equally huge. Players who played past 'Onimusha' games a lot might remember shifting their playstyle to constantly fish for Issen as they got better.
In this game as well, players might find using Issen difficult at first. But as they get used to it, they'll want to try taking down enemies using only Issen. We made sure to preserve that uniquely satisfying feel and appeal of Issen.
On top of that, as you grow Musashi through the skill tree, Issen's damage increases further. We designed it so that players always have a compelling reason to keep aiming for Issen as the story progresses and enemies grow stronger.
This time, alongside the classic Issen, a new option called "Break Issen" was introduced. How did you balance Break Issen so it wouldn't diminish the tension of the classic Issen?
Satoru Nihei: Because Issen carries high risk and high reward, it's a system with immense tension. On the flip side, because it's difficult, some players didn't bother trying it at all. In fact, in past entries, there were players who beat the game barely using Issen.
This time, we wanted everyone to experience the thrilling satisfaction akin to Issen. By deflecting or parrying enemy attacks to deplete the enemy's gauge, players can execute a "Break Issen," allowing anyone to experience highly dynamic Issen animations.
That doesn't mean the reward or significance of the classic Issen has vanished. The classic Issen remains as is, while Break Issen can be seen as another avenue designed so that even players unfamiliar with action games can enjoy the satisfying sensation of Issen.
Musashi is a character who wants to become the strongest through his own strength and rejects the power of Oni. At ONL, "Oni Awakening," which utilizes that power more aggressively, was revealed. What does the process of embracing Oni power mean to Musashi?
Akihito Kadowaki: We would like to leave that as a pleasure for players when they actually play the game. It's best not to discuss it in too much detail at this stage.
Satoru Nihei: As you play the game and experience the story, you'll naturally encounter that aspect and understand its meaning. We really hope you check it out for yourselves by playing it.

As the game progresses, players gain access to more powerful techniques and options. How did you design the game so that Issen remains an important option throughout that process?
Satoru Nihei: As was the case in past entries, you can actually clear the game without using Issen. If you ask why Issen exists then, it ultimately comes down to the satisfaction players feel when they challenge themselves and succeed. Feeling "I did it"—that is Issen.
So even as you acquire various weapons and your available actions expand, the thrill of landing an Issen doesn't change. The core design is that players use it not because anyone forced them to, but because they want to try it, and it feels great when successful.
Additionally, as Musashi grows stronger, Issen itself becomes more powerful through the skill tree. So there is a clear mechanical reward within the game system. While providing various options, we believe the most important aspect of Issen is allowing players to feel, "I played well" or "I pulled this off through my own skill."
This version of Musashi is a young man who has not yet perfected his swordsmanship. Are there ways this setting of an "unrefined Musashi" is expressed in actual combat?
Satoru Nihei: Yes. A prime example of this "unrefined Musashi" is that he doesn't use dual-wielding as his default combat style. Historically, Musashi perfected his swordsmanship later in life to reach Niten Ichi-ryu, but this game depicts a Musashi who hasn't reached that stage yet. He is, first and foremost, a figure in the process of growing stronger.
However, he does fight using various tools, including Oni power. The real Miyamoto Musashi is also said to have utilized whatever was around him, but that doesn't mean Musashi is someone who will rely solely on such tactics going forward.
In past 'Onimusha' games, a variety of weapons appeared, and players could continuously use a single favorite weapon. But in this game, if we allowed Musashi to fight from start to finish wielding only a giant hammer, it wouldn't fit the vision of Musashi or swordplay that we want to portray.
Therefore, the various Oni Weapons in this title were designed to function more like special attacks rather than standard primary weapons. We designed the game system by connecting it with the image of Musashi we wanted to depict.

The Genma in previous games are remembered for their very unique designs. What criteria did you set this time to create new Genma while maintaining the feel of classic 'Onimusha'?
Satoru Nihei: When designing enemies, we placed great importance on creating memorable characters to the point where players feel, "I really like this character." It's the same for 'Onimusha' this time.
In this game, the Genma actually speak. They aren't just enemies that show up to fight; they each have their own background and personality. And we crafted their movements and actions to match those personalities.
So we didn't focus solely on making their appearances unique. From appearance to personality, background, movement, and combat style, we designed them as complete characters. Because their inner traits and personalities were fleshed out, I believe each Genma was able to become a unique and memorable character.
With launch right around the corner, much of the game has been revealed. Are there still surprising elements left that haven't been disclosed yet?
Akihito Kadowaki: There are still plenty left. We can't talk about them specifically, but there are various unannounced elements, so we hope you discover them yourselves in the game.
Finally, there are many fans in Korea, including myself, who have waited a long time for the return of 'Onimusha.' Could you say a few words to the Korean fans?
Akihito Kadowaki: There's only one week left until launch. Leading up to the release, we plan to continue revealing various new updates and information. While pre-ordering and waiting for launch day would be ideal, above all, we are truly grateful just for your interest in our game.
It really isn't long now. Please hold on just a little longer. We hope you look forward to it.

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