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Onimusha: Way of the Sword Developers explain why they skipped a free-form cutting system

The development team behind Onimusha: Way of the Sword deliberately steered clear of the free-form dismemberment mechanics seen in titles like Metal Gear Rising: Revengeance.

Onimusha: Way of the Sword Developers explain why they skipped a free-form cutting system
In this article
  1. Focusing on reactive combat
  2. Technical hurdles and engine upgrades
  3. Why it matters
  4. Explore beyond the story

The development team behind Onimusha: Way of the Sword deliberately steered clear of the free-form dismemberment mechanics seen in titles like Metal Gear Rising: Revengeance. In a recent interview with PC Gamer reported by GamingBolt, director Satoru Nihei explained that the team prioritized a reactive combat experience over the ability to slice enemies in any direction.

Focusing on reactive combat

According to Nihei, the team felt that allowing players to manually control the angle and path of every sword swing did not align with the specific tempo and style they intended for the game. Instead of giving players total freedom to cut up anything, the developers focused on a system where dismemberment reacts to the player’s specific attacks. “We wanted to have something that happened reactively to how you’re playing, to show off the power of the abilities,” Nihei stated.

Technical hurdles and engine upgrades

To achieve this, the team had to make significant modifications to the RE Engine. Unlike other games where enemies might freeze or trigger a pre-baked animation upon being severed, the team wanted enemies to continue animating as they fall or succumb to their wounds. Nihei highlighted the contributions of the programming team in implementing physics-based calculations that allow for smooth transitions between death animations and the procedural cutting paths triggered by the player’s sword strikes. This addition was described as a brand-new feature for the engine, designed to heighten the impact of powerful moves like the Issen.

Why it matters

For players, this design choice underscores a shift in how the game feels compared to other action titles featuring dismemberment. Rather than focusing on surgical precision or manual blade control, the combat in Onimusha: Way of the Sword is tailored to prioritize flow and visual impact. By avoiding a system that forces the game to pause or hitch while calculating complex cuts, the developers have aimed for a seamless, high-tempo experience that maintains momentum throughout intense fights.

Onimusha: Way of the Sword has seen a strong reception, selling over one million copies on its first day and currently holding an 85 Metascore. Whether this design philosophy holds up over the long term is something players are currently testing for themselves, but it represents a clear creative decision to prioritize game feel and combat rhythm over technical complexity.

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