Capcom has heard feedback that Onimusha is too easy, says it’s ‘confident fans will be satisfied with difficulty’ in the final game

A week removed from Summer Game Fest, one of the demos I can’t stop thinking about was Onimusha: Way of the Sword. The behind-closed-doors demo was different from the one that’s available on Steam—it took place slightly later in the game and showed off one of the game’s “open areas” within Kyoto.
Several things stand out in Onimusha: The art, the methodical movement, the sword-wielding zombies, but most of all, it was the swordplay. For all of the comparisons to Sekiro that this reboot is likely to receive, let it be known its melee combat is in another league.
Slices and stabs connect with slow, bone-splitting followthrough. Blades clash, drag, deflect, and spark as if they’re laced with fireworks. After years of a FromSoftware brand of floaty, spammy sword swinging dominating the action game, Capcom has dumped resources in the opposite direction: extravagant animations, feedback, counters, and cleaving limbs from their bodies.
It was a great demo—enough that I now can’t wait to play the whole thing in September—but it was also too easy.
That was after going out of my way to play on “Action” mode instead of “Story,” which my demoist advised against at first. Against the might of Musashi Miyamoto and his Oni Gauntlet, rank-and-file Genma troops weren’t much of a threat. They went down quickly, didn’t attack all that often, and rarely challenged me to counter instead of dodge. I didn’t struggle much at all until the boss fight that ended the demo—a many-armed monstrosity that handed me my ass twice before I figured out his gimmick.
This is where I have to add that I’m not particularly skilled at this sort of game. So I wonder: Is Onimusha too easy? Many seem to think the same of the public demo, so I took the question to the source—game director Satoru Nihei—after my hands-on.
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“Both the demo and also the version you’ve tried here today are early on in the game. So there is that kind of sense that a lot of basic enemies are going to be a bit easier just because of where it sits in the game,” Nihei told PC Gamer through an interpreter. “But on top of that, especially with the demo that we released, Musashi comes fitted with a lot of skills and abilities that are not going to be accessible at the beginning of the game.”
Nihei noted that the demo build I played in Los Angeles also had button reminders over enemy heads that don’t exist in the full game. That’s good to call out, because the specific advice offered by these in-world prompts made that final boss easier to solve. Capcom decided to juice Musashi’s abilities in these demos so that players can get a “feel for the full range of action” in the final game. He’s aware this caused issues with balance, but the team isn’t concerned about the final product.

“We’re quite confident that with the release version, especially with the progression, because abilities will be given gradually to Musashi and enemies will scale up in difficulty. For the [full] game, we feel more confident fans will be satisfied with the difficulty.”
That said, don’t expect a plethora of difficulty options at launch. Capcom confirmed that Way of the Sword will have just the two presets I chose between in the demo: Story and Action. Onimusha is out on September 24, one of a terrifying wave of games coming before GTA6.



