What Onimusha's Dismemberment System Means for Players
The tailored dismemberment system reinforces the game's focus on impactful, reactive combat, and its success shows that players appreciate a more curated approach over free-form slicing.
The tailored dismemberment system reinforces the game's focus on impactful, reactive combat, and its success shows that players appreciate a more curated approach over free-form slicing.
Key points - Director Satoru Nihei said the team intentionally avoided a Metal Gear Rising-style cutting system for Onimusha: Way of the Sword. - The dismemberment system cuts enemies along the exact path of a sword, with enemies still animated as they die. - Capcom had to modify the RE Engine to enable this new feature, which sells the impact of moves like the Issen. - The game sold over one million copies on its first day and has an 85 Metascore based on 104 reviews.
Timeline - Six years ago: Project for Onimusha: Way of the Sword began, with a focus on detailed animations. - During development: Team modified RE Engine to allow enemies to stay animated while being dismembered. - Launch day: Game sold over one million copies.
FAQ
Q: Why didn't Onimusha: Way of the Sword have a free-cutting system like Metal Gear Rising? A: Director Satoru Nihei said it didn't match the game's tempo and style; they preferred reactive dismemberment that shows off abilities.
Q: How does the dismemberment system work in Onimusha: Way of the Sword? A: Certain attacks cut enemies along the exact path of the sword, and enemies remain animated as they die and fall apart, thanks to RE Engine modifications.
Q: Did the game sell well? A: Yes, it sold over one million copies on its first day and received an 85 Metascore based on 104 reviews.
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