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Onimusha demo out now. Impressions thread.

Having fun

Jesus Christ, the English voice acting made my toes curl into pretzels.

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Seeing some surprisingly mixed impressions on my Twitter feed.

Probably gonna pass on this anyways, don't love the franchise and the same-month competition is brutal.
 
Fun combat, full game will need a lot more variety in terms of stages and ennemies. Felt very cramped here and hope some areas open up with different paths.

Lipsync with japanese VA was awful.
 
How can English be the most basic and universal language in the world have such terrible dubbing scene? You guys should be ashamed of it.

Good thing there are better options put there, but it doesn't justify why the English VO is so bad.
 
I haven't finished the demo yet but the combat is good so far. It feels pretty casual even on the harder difficulty (it's not in the same stratosphere of difficulty as Sekiro) but it feels nice to play.

The graphics are worse than Pragmata and RE9 and look like a PS4 game running at a higher resolution and frame rate. The lighting is very last gen looking.

But graphics won't stop me from buying it and unless the reviews are poor I'll be getting it.
 
I enjoyed the demo.
The combat is pretty fun, it's a bit slower paced than other similar games but that also sets it apart. The animations are really nice and there's overall a good sense of impact and visual feedback to your attacks and parries. I also like that you can interact with some objects in the world and use them during combat.

Visually it's pretty good, it has decent IQ on base PS5 which is a big plus for me, but I still think it looks too washed out, the grey haze everywhere doesn't help with that.

The demo portion was very easy, but it's also clearly and an early part of the game. Hopefully it gets a bit more challenging deeper into the game, or the add an actual hard mode in the final release.
 
Casual, journalist difficulty, and that's on action mode. There's also a story mode, which probably means it's meant for new born babies.

Yep. The parry windows are incredibly forgiving making every encounter trivial and I say that as someone who is generally terrible at parrying in action games. I'm kind of burnt out on stamina/parrying systems and wish it played more like the classic titles. A lot of the combat in those games was trivial too, but I much prefer the perfect time slash being an instant kill counter which happened a lot quicker than what is on display here. I would probably take this boss encounter over what was in O1/O2, but I find those incredibly weak in the first place.

That bad? I don't get that. Capcom usually brings the goods when it comes to graphics.

I think it looks fine albeit without a ton of personality. It's a small slice of the game so I suppose that could change.
 
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Glad to read all the positive impressions (except the game being kinda easy). Will try the demo later tonight.
 
No traversal stutter here either.

Game looks great, albeit not as good as RE9 and Pragmata. The demo was too easy though.

Can't wait for the final release.
 
Glad to read all the positive impressions (except the game being kinda easy). Will try the demo later tonight.
I think this was the press demo that we've played, like what Maximillian and others have played. So, enemies might be a easier and this looks like an early playable build. Makes sense really.
 
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Controls are weird and take some getting used to, but by the finale it was comfortable enough.

The boss fight really shined. You flow through all sorts of parry, counter, and special states seamlessly with beautiful and highly responsive animation. Feels like a high level sword fight and I'm sure there's great gif potential.

The visions of peasant spirits, not that interesting, but it has to do the whole Onimusha thing so hopefully that picks up. Between the warring states period history, Musashi lore and mythos, and the spirit world, they have plenty to work with.

I'm sold.
 
Controls are weird and take some getting used to, but by the finale it was comfortable enough.

The boss fight really shined. You flow through all sorts of parry, counter, and special states seamlessly with beautiful and highly responsive animation. Feels like a high level sword fight and I'm sure there's great gif potential.

The visions of peasant spirits, not that interesting, but it has to do the whole Onimusha thing so hopefully that picks up. Between the warring states period history, Musashi lore and mythos, and the spirit world, they have plenty to work with.

I'm sold.

Did you use square or L1 to parry? I finished Oniumsha 2 the day before so I chalked the control weirdness up to unlearning that.
 
Controls are weird and take some getting used to, but by the finale it was comfortable enough.

The boss fight really shined. You flow through all sorts of parry, counter, and special states seamlessly with beautiful and highly responsive animation. Feels like a high level sword fight and I'm sure there's great gif potential.

The visions of peasant spirits, not that interesting, but it has to do the whole Onimusha thing so hopefully that picks up. Between the warring states period history, Musashi lore and mythos, and the spirit world, they have plenty to work with.

I'm sold.
did you choose the default control scheme or the one on the right? The default is weird af, the other one is great
 
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One nitpick I have after playing the demo are the environments being almost corridors. I am not a big fan of constant corridors and I hope some enviroments will become more open with more exploration
 
Interesting combat system. I really liked the clashing system against other sword fighters.

I really like this game, but shadows must be broken on ps5pro, game felt very flat.
 
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ok... I have played the demo to the second shrine/save point so far .. and I am VERY mixed on this

first of all BUTTON ICONS EVERYWHERE is a huge turnoff right away. why show me a Y button every time an enemy is killable? especially when B also works... like... you already have the fucking symbol there that he's killable, why add unnecessary button icons on top?

next up, the combat so far is pretty boring. seems to have no depth or any interesting mechanics. maybe this changes down the line, but so far, meh.

and not gonna lie, I almost uninstalled on the spot when I had to first press LB and then hold the stick forward to squeeze through a tight spot...
like, are we serious right now? at this point this shit borders on parody. it's the game design equivalent of a movie unironically using the "yup that's me, and I bet you are wondering how I got here!" trope. even as a parody element that has jumped the shark, and the same is true for squeezing through tight spots segments.
 
Interesting combat system. I really liked the clashing system against other sword fighters.

I really like this game, but shadows must be broken on ps5pro, game felt very flat.

There is something wrong with the tomemapping in this game. Its very washout and I think it affects how the shadows look in some way. Its like the game has no contrast
 
first of all BUTTON ICONS EVERYWHERE is a huge turnoff right away. why show me a Y button every time an enemy is killable? especially when B also works... like... you already have the fucking symbol there that he's killable, why add unnecessary button icons on top?

The boss encounter will flesh this out a bit (different areas of the body are targetable depending on the button pressed).
 
sounds interesting, I'll finish the demo tonight. but so far this has many elements I really don't like

I'm with you as I don't think it capture the essence of an Onimusha title very well and in a bizarre twist of fate, the boss fight is the most interesting part of the demo which I always found the weakest parts of the classic titles. I also don't know how well others will stack it up to its' contemporaries in stamina/parry focused action games.
 
One nitpick I have after playing the demo are the environments being almost corridors. I am not a big fan of constant corridors and I hope some enviroments will become more open with more exploration

yeh it's got some FF13 vibes in that department
 
I remember Pragmata demo came and people complained the hacking is gonna get old and there is no"depth".

I played Pragmata twice and got platinum trophy for it and hacking NEVER got old and there was so much to the combat compare to the demo.

I have zero worry for the combat especially when comes to Capcom games.
 
i ll just say that is time for Capcom to give DeepDown another shot, amazing combat, great pacing, i think the ost is a little less impactful and the IQ seems a little washed out, everything else looks pristine.

i miss this theme so much

 
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Gameplay is smooth and fun in the demo but the lighting identity of the demo zone is neutral during gameplay, blue-ish in the cutscenes. I prefer the blueish lighting personally. If they give lighting some color leaning to blue or something, visuals might look better. I might play day one as well.
 
Played enough of the demo to know that I'll buy the game before launch for sure. The sound and combat is great, clearly they recorded sound of real sword fights and it shows, love the parries and stuff too, but the first game had them already so there's nothing new, just on a more modern lvl.


But the game looks just as bad as Monster Hunter Wilds in terms of lighting and overal VFX presentations - FLAT af with way too much specular highlights, too bright with BS piss filter, terrible RT, barely any AO and Global Illumination. Thankfully, there's already a fix for all this stupid nonsense in Pragmata and RE Requiem to make full use of RT and go beyond that, so I'm sure we can use it in Onimusha too when it'll be released.

The only question now is - will exploration, puzzles and stuff be on the same lvl as in the first game at the very least, as well as the whole vibe and atmosphere it had.
 
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I have to admit, I took a while for me to get used to the controls (I didn't have that problem at all with Pragmata). But once I got it, the combat had a pretty neat flow to it. I hope there is more visual variety in the full game, though, because the environments in the demo were kinda boring (maybe it is the lighting). Love the characterization of Musashi and also Sasaki.
The Sasaki fight also took me some tries until I figured out which attacks to parry and which to just evade.

If they can nail the level variety and maybe let me use different weapons (like in the old Onimusha games), I'm in.
 
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