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Interview with "Onimusha: Way of the Sword." We dug into what's most intriguing about the highly anticipated new world of Onimusha [TGS2025]

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/865/G086595/20250927022/

Writer: Shinkichi Yagimoto | 2025/09/27 15:00 (UTC)

From September 25 to 28, 2025, at Makuhari Messe, Capcom’s upcoming title “Onimusha: Way of the Sword” (PC / PS5 / Xbox Series X|S) made its first-ever playable appearance in Japan at Tokyo Game Show 2025.

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Alongside this, a new trailer was unveiled featuring newly introduced characters such as “Oni no Kajin,” “Ko no Kagami,” and “Izumo Akitsu,” further raising anticipation.

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Latest trailer for “Onimusha: Way of the Sword,” showcasing various characters MUsashi encounters

At today’s (September 24, 2025) online event “TGS2025 CAPCOM ONLINE PROGRAM | 2025.9.24,” Capcom unveiled the latest footage for its upcoming title “Onimusha: Way of the Sword.” The video captures interactions between the protagonist, Miyamoto Musashi, and various characters he encounters.

[September 24, 2025, 11:38 PM]

At the Tokyo Game Show venue, a joint interview was held with producer Akito Kadowaki and director Ken Niban. As 4Gamer attended this event, we’ll share what we learned.

From left to right: Producer Akito Kadowaki and Director Ken Niban Thumbnail image No.003 for “Onimusha: Way of the Sword” interview – Talking about the exciting new world of Onimusha, we asked about what’s most intriguing [TGS2025]

The booth also displayed Musashi’s sword and the Oni-glove of Ryūryū Thumbnail image No.002 for “Onimusha: Way of the Sword” interview – Talking about the exciting new world of Onimusha, we asked about what’s most intriguing [TGS2025]

— This is the first time the game has been playable in Japan. What were your impressions after Business Day ended?

Kadowaki (hereafter Kadowaki):
I received many comments saying that the promotional video and gameplay experience felt pleasantly different, which made me very happy.

Niban (hereafter Niban):
The trailer we recently released also generated a strong response. It’s clear people have high expectations for this game.

— Could you tell us about the new characters introduced in the latest trailer: Oni no Kajin, Ko no Kagami, and Izumo Akitsu? First, what exactly is Oni no Kajin?

Niban:
One key point is that she’s based on a real historical figure. Although she’s an “oni” (demon), meaning not human, she holds a high-ranking position.

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— Ko no Kagami was a figure from the Heian period. How does he appear in Musashi’s time? Is it due to the power of the Oni-glove he wears?

Niban:
We can’t reveal details yet, but yes—the Oni-glove grants him powers that allow him to survive into Musashi’s era.

Kadowaki:
There are many clues about Ko no Kagami scattered throughout the game. We encourage players to explore and imagine his story for themselves.

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— What role does Izumo Akitsu play in the story?

Niban:
She’s relying on Ko no Kagami for some reason. Since she’s close in age to Musashi, there are compelling scenes where their personalities clash.

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— What exactly is the “Underground Research Facility” revealed simultaneously with this information?

Kadowaki:
It’s a place where a being named Dōkyō creates new demons. The puzzles here are quite different from previous games. Regarding Dōkyō, we gave him unique characteristics by having him speak in Kyoto dialect—this was intentional to emphasize his madness and create an enemy design that feels truly threatening. We did not base him on any real historical figure.

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— As for the protagonist Musashi and his rival Ryūryū, which character do you expect to be more popular with players?

Niban:
Musashi is modeled after Toshiro Mifune, while Ryūryū also has strong appeal. We expected both characters to gain their own unique fanbases. In fact, upon releasing the character trailers, many people were particularly drawn to Ryūryū’s personality.

Kadowaki:
I’m glad each character stands out distinctly.

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— Was the idea that older audiences would relate more to Musashi, while younger players might prefer Ryūryū?

Niban:
We didn’t specifically target a particular age group for either character. However, we did consciously aim for Ryūryū to appeal especially to younger players. We wanted to portray him as emotionally volatile—laughing and crying uncontrollably—which may be why many found that aspect particularly engaging.

— I played the demo version and noticed during my fight with Ryūryū, a “Blast Flash” attack caused limb destruction. Is this feature present in other enemies too?

Niban:
Yes, it is. For example, destroying Ryūryū’s iron umbrella makes him more vulnerable to damage. With other enemies, breaking specific parts can disable their actions or require you to destroy armor before dealing damage—each enemy has its own unique mechanics.

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— Speaking of limb destruction, there was a scene where Musashi completely severed Ryūryū’s arm. Does this have actual gameplay impact beyond visual effect?

Niban:
That’s purely for dramatic effect. Limb destruction only occurs during the “Blast Flash” move.

— For players who aren’t into action-heavy gameplay, are there any features to help them execute “Flash” attacks more easily?

Niban:
We’re still adjusting the flash attack mechanics. The ease of execution will vary depending on difficulty level. We aim for it to be accessible even for those less comfortable with action elements—especially in the lower-difficulty “Lively Drama” mode.

— Will there be a practice mode where players can train their flash attacks? It would be helpful if hitboxes or input timing were displayed.

Niban:
We won’t show hitboxes, but we have created dedicated training environments.

Kadowaki:
Think of it as a space specifically designed for practicing new techniques whenever you learn them.

— In the trailer, Musashi performed what seemed to be a “Chain Flash.” How is this move executed?

Niban:
You press the attack button at the exact moment the flash hits your opponent, and another flash will trigger immediately after.

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— For players who love the action elements, are there post-story content options to keep playing and dive deeper into gameplay?

Kadowaki:
We can’t reveal details yet, but yes—we’ve prepared special content specifically for those wanting more.

— In the demo version, we caught glimpses of past events at Kiyomizu Temple. It felt quite dark and eerie. Does the entire game have a consistently spooky atmosphere?

Kadowaki:
We’re designing it as a dark fantasy, closer in tone to the original Onimusha than previous entries like Onimusha 2. There are definitely darker, more intense moments—but this isn’t horror. Instead, we emphasize occult and mystery elements.

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Niban:
While a dark fantasy setting requires an eerie atmosphere, we consistently emphasize that this isn’t horror. We avoid using the word “horror” altogether. When selecting Kyoto-based legends as inspiration, we focused on their occult and unsettling qualities rather than outright terror.

In traditional horror games, sudden loud noises are used to scare players—but here, the tension builds slowly, with subtle unease serving as an accent. We place strong emphasis on occult themes and story depth. During internal testing, no one reported stopping play due to fear, so we believe even those who dislike horror will find it approachable.

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— Finally, a message for readers eagerly awaiting the game’s release.

Kadowaki:
This is our first playable appearance in Japan, but we want as many people as possible to experience it. We’ll continue sharing updates, so please keep an eye out and stay excited.

Niban:
Once you actually play it, I believe you’ll feel the satisfying gameplay and “Capcom touch” that makes this game special—so be sure to look forward to it!

— Thank you very much.

Official Website for “Onimusha: Way of the Sword”