I’ve been slow to dive into Onimusha, just been busy with other stuff lately. I was hoping other people would discuss it in the meantime, but oh well! Here are some of my first impressions.
First of all, it’s always good to see this. The sure sign of a classic!
But speaking of tank controls, I’ll go ahead and share some thoughts on that. On one hand, I find them useful for basic navigation, when each spot you run into has a fixed camera angle. But on the other hand, it does add an extra layer of difficulty for the combat in this game. I find myself preferring to use the joystick when I have a bunch of enemies to fight off. (I’m playing on Switch, by the way.) The game devs were at least nice to have your character automatically face the nearest enemy when you’re swinging your sword… But this can lead to trouble sometimes. You might want to be finishing off one enemy, but you end up facing a different enemy at the wrong moment.
I want to share some screenshots I’ve taken. The general design of the environments is very cool-looking, in my opinion! I know this re-release was spruced up a bit, but just from an aesthetic standpoint this does look like a title that would’ve wowed people starting to get into the PS2. We’ve got some nice and creepy locales here, lots of little details that really sell the devastation left by war and monsters. I’m a big fan of the lighting too.
I like these weird dinosaur samurai creatures. They roll into a Sonic spindash, looking like spiked wheels as they do so.
I will sadly admit, it took me a while to figure out that I needed to open an item menu here, in order to use the rope ladder (which I had forgotten I had). I’m too used to modern games doing this sort of thing automatically for me.
Yes! Skull candleholders!
When it comes to classic horror games (or horror-ish games) like this, reading all the flavor text is a must. So long as it adds to the mood, and doesn’t go overboard with the amount of text. Onimusha is doing great on both accounts so far.
Ah yes, classic Resident Evil puzzles. Gotta find those keys, gotta open those doors. And there sure are plenty of locked doors to deal with in this one.
All in all my first impressions for this game are very positive. I think what stands out the most for me right now is how the combat is handled. It feels like just the right amount of simplicity to jump into, and the right amount of complexity to play around with. You have your attacks, but also your guard – and your soul-vacuuming. You’ve got a constant risk-reward to work with. You hit an enemy a few times until it staggers, then you have to decide: do you attack the next approaching enemy before it gets to you, or do you suck up some of the soul orbs before they disappear? And if the enemy is already attacking, do you guard, get out of the way, or just attack quicker?
I really like the soul-vacuuming in particular, as it means if you’re in a real jam, you can give it your all and hope you get health orbs to recover with. Or, if you get special attack juice orbs, perhaps you can pull the win at the brink of death, by going for a big elemental attack against the boss. It feels good! Especially when this is a game where if you die, it’s back to the last save point you happened to use. When there’s room after room of potential monsters ahead of you, those save points are precious.
One last aside for now: I’m intrigued by this game’s take on historical figures from this time period. I find it interesting at least to compare the portrayal of generals like Nobunaga and Hideyoshi in this game, compared to other games (and other forms of media). Onimusha goes all-out with Nobunaga being crueler than even the demons, while Hideyoshi appears strange and perhaps buffoonish.
I’ll be looking forward to playing through the rest of the game this month. It’s been more enjoyable than I expected it to be so far…