Onimusha: Way of the Sword Producer and Director Speak on Reviving a Legendary Series

After years of silence, Capcom’s iconic samurai action series returns with Onimusha: Way of the Sword, a bold reimagining that blends historical reverence with cinematic flair. During Thailand Game Show 2025, we sat down with director Satoru Nihei and producer Akihito Kadowaki to explore how the team brought Miyamoto Musashi to life, why Kyoto’s folklore shaped the game’s dark fantasy world, and how Way of the Sword aims to satisfy both longtime fans and a new global audience.

Onimusha: Way of the Sword Interview

Musashi vs. Sasaki: A Duel of Equals

In a bold narrative move, Musashi’s greatest rival, Ganryu Sasaki, also wields the legendary gauntlet. “They both existed in the history of Japan, both real swordsmen, fought proudly, and they were both strong. We wanted to give the same power to both of them to respect their history as good swordsmen. To make them equal, why not give them the gauntlet?

“It’s very important to make them equally strong because we want players to follow and see the battle of these two all the way to the end.”

This duality also reflects Musashi’s internal struggle. “He doesn’t want the power. He is constantly fighting with this, and that is another interesting part of the game that shows his struggles with having the power and not using it.”

onimusha way of the sword sasaki

The Long Road Back to Onimusha

“Within Capcom, we have always wanted to bring Onimusha back. To be realistic, it was impossible: we couldn’t get the right team, and there were so many factors that affected the whole process. But in 2020, we had an opportunity because we had incubated RE Engine and that made the process a lot better.”

That opportunity took five years to realize, but the result is a game that honors the legacy of the franchise while forging a new path.

“It took five years, but here we are. It’s back.”

The Way of the Sword: Realism Meets Satisfaction

True to its title, Way of the Sword puts the sword front and center at all times. “We even hired a professional swordsman to show us the movement and usage,” Kadowaki reveals. “We had long discussions on how we wanted the sword to feel realistic and interesting to play as much as possible.”

Paired with the dark fantasy feel, Onimusha: Way of the Sword also adds a tinge of the superhuman into swordplay. “There’s a lot of movement that’s inhuman, so we tried to put some speed and movement to enhance that vibe.”

That attention to detail extends to the visceral feedback of combat. “The satisfaction of cutting your enemy is way more than the last one. We want you to play this and think Capcom does action, this is the satisfaction of an action game coming from Capcom.”

For Fans and First-Timers Alike

With nearly two decades since the last mainline entry, Capcom knew it had to strike a balance, especially with the changing times. “We thought hard about what makes Onimusha, Onimusha, and tried to keep the gauntlets, swords… whatever that’s iconic in the game, making it easier for fans to love the world for what it is. For newcomers, they will get the vibe immediately.”

“We have great fans that already love the series, but that doesn’t mean we create the same thing. It can’t be the same. It has to be better.”

“We have added so much that even old and new players will be satisfied.”

And yes, there will be blood. “It’s a swordfighting game, there’s going to be slashing and blood and bodies being severed. You’re going to see a lot of blood, but if you’re on the softer side, you can change the setting and the blood color.”

onimusha way of the sword musashi miyamoto

Kyoto as a Canvas: Where History Meets Dark Fantasy

Set in Kyoto, Way of the Sword draws heavily from the city’s rich folklore. “If you go to Kyoto, you will hear a lot of folklore and tales, which fit perfectly into the dark fantasy world we wanted to create. If you see the location and enemy design in the game, a lot of it is inspired by that.”

To ensure authenticity and a balance between reality and fantasy, Capcom worked closely with local authorities. “Every design was professionally consulted. From the buildings to the scenery, a lot of it looks real, but also a lot of it has modifications. Even so, every single modification has been consulted with professionals and authorities, and even the tourism association of Kyoto was involved in that. All of the fantasy has been approved.”

onimusha way of the sword kiyomizu dera

The character model is inspired by legendary actor Toshiro Mifune, though the team clarifies that, in the beginning, they did not set him as the image of the character. “As we designed the character, it became more like Toshiro Mifune, and from there, we thought, why don’t we just model after him?”

“The character is still Miyamoto Musashi, not Toshiro Mifune. We modeled after him, but we would like everyone to play and follow the story of Musashi.”

onimusha way of the sword protagonist miyamoto musashi

“A lot of people in the team love Toshiro Mifune.”

No Sequel Bait but a Complete Experience

While Way of the Sword could pave the way for future entries, the team insists that they focused on making this game stand on its own and should satisfy anyone who plays it. “We’re not planning to lure you in and then come up with a sequel. You can enjoy this 100%. We are trying to make this the best game as it is.”

“If you like it, and if the feedback is great, the next one could bring up some of the characters and dig deeper into their stories. Yes, there is a possibility in the future.”

They also revealed that every idea the team wanted made it into the game. “If anything was cut, it was probably too hard for players to understand. But whatever we liked, it’s all in there.

From the very first slash, you can easily experience the satisfaction of the action, and until it is released, we will try to make it as fun as possible.”

onimusha way of the sword daidara

Onimusha: Way of the Sword is coming to PS5, Xbox Series, and PC via Steam in 2026.

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