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Capcom Onimusha: Way of the Sword - coming 2026

SayMyName

Literate
Joined
Jan 21, 2025
Messages
48
Not really
Yes really
The level design, music and athmosphere are all good and the gameplay was fun
Therefore, good game
I disagree, especially on the level design. I hardly find running around corridors and doing janky platforming with scripted boulders runs fun while going around essentially hunting Doom keycards

every enemy was exactly the same
While the enemy variety of the game was low, at least each enemy has different combat behaviours and even in your cherry-picked video we can see that
The differences are beyond basic and boil down to the aggression and damage values. They have the same skeleton and structure.

class selection was unnecessarily restrictive
Disagree
Every character is a different playstyle
No, it just had one weapon style that played very similarly

the ability to combine weapons and attacks for each weapon
Well this might be a matter of preference, but between having the possibility to freely combine weapons and ending up with most of combinations playing the same,
No such thing. Souls games have actual hitstun and weapon ranges, and there's a lot of PVE and PVP raminifactions to combining attacks of different timings and stats.

and having restricted as to what type of weapons the player can use but ending up with each type having their own gameplay style - I think the latter is the more interesting design choice
Again, no such thing, because 1 handed sword and 2 handed sword play exactly te same in BoD, down to the same spin decapitation attack that has actually the same identical animation too.
The main difference is that certain characters handle other weapons like absolute retards, and that certain weapon types have special attacks that you need not because they are mechanically interesting and grant you versatility such as hyperarmor or iframes or special movement in combat, but because they do great damage whereas the game mobs outscale greatly your neutral attacks

your game doesn't suddenly have depth because you can circle around some dude and press R1 for a contextual attack loaded with i-frames
Agree!
No R1 attack has any iframes in Dark Souls, but Dark Souls does have dozens of attacks designed to avoid the enemy through actual manipulation of the player hurtbox instead of pretending the character is dodging only to have iframes.
And the dichotomy between attacking and defending and the passivity of dodge vs the possibility of using different more efficient and aggressive options is what makes it more interesting, not playing twister with WASD for whatever flavour of sidestep into swing should play when the enemy Simon Says to you to dodge.
Also it's hilarious that a Ninja Gaiden fan actually accuses any game of using "attacks loaded with i-frames" as if 90% of Ninja Gaiden playtime wasn't spent izuna dropping or pulling off 5 seconds long multi-hit iframed attacks

So?
The game was made on a shoestring budget, by a team of 20 young devs in 1999/2000 - back then 3rd person 3D hack 'n' slash games still weren't a thing and skeletal/animations rigs for these types of games were mostly new ground (shit the mechanic of "8 Way Run" wasn't even 7 years old when the game came out)
And ultimately that jank isn't bad enough to significantly disrupt gameplay
It was made 1 year before Jedi Outcast

It even fails as sparring human to humanoid duel combat as you and npc constantly ghost through attacks and you are just unsure if it was tanked, iframed or just missed for some reason.
Not really
Even in that clip you posted, I can see the enemy weapon physically going through the PC every time he's hit and he fliches everytime it happens
He doesn't

As Spike said one game doesn't constitute a "streak"
Ninja Gaiden literally had a remake released last week and this year still it will have a new 2D and 3D game
DMC only had one bad game (DMC2 - the reboot and 4 are merely mediocre), it got a new game last year and this year it's getting an animated series
Lmao now you'll defend V
 
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The Nameless One

Educated
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Sep 19, 2024
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Sigilville, CA
and a lot of them weren't really good (e.g Severance)
Severance is good
Not really but it does answer the question "what if we made an action RPG where every enemy was exactly the same and everybody moved like it has a stick up its ass and class selection was unnecessarily restrictive while pivoting on limited selection with barely any tangible difference in hit feedback and ability to affect enemy behaviour *or even attack timing*"

and at least has more interesting combat design than From's rollslop
It isn't, it was absolute shit and the most basic bitch way to conceieve a combat system, your game doesn't suddenly have depth because you can circle around some dude and press directional button + mouse for a unique attack. It even fails as sparring human to humanoid duel combat as you and npc constantly ghost through attacks and you are just unsure if it was tanked, iframed or just missed for some reason.

It needs a lot more than that, for range to matter, an enemy design varied that feels like it has lots of unique quirks, far more variety to the attacks tied to weapons, the ability to combine weapons and attacks for each weapon and a lot more.

Restrictive class selection? What do you want, a third person skyrim, toddy?

I've read retarded opinions here, but boy are you really trying to make it special today. You literally never finished Severance, otherwise you'd at least admit you'd never beat it by just sidestrafing. The latest remaster does address some of these issues too.
 

SayMyName

Literate
Joined
Jan 21, 2025
Messages
48
Restrictive class selection? What do you want, a third person skyrim, toddy?
What does the game gain from making you select the characters? You get dozens of weapons you can't use.

I've read retarded opinions here, but boy are you really trying to make it special today. You literally never finished Severance, otherwise you'd at least admit you'd never beat it by just sidestrafing. The latest remaster does address some of these issues too.
I beat it once, the only different is that the neutral attacks suck shit and the game forces special attacks down your throat, also archery becomes useless
Either way that's offtopic
 

Zlaja

Arcane
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Swedex
Even Onimusha was Resident Evil with katana and parry system alongside DMC being Resident Evil fantasy and neither had a clearly defined identity in neither tone nor gameplay until the third game, where Onimusha step by step becomes som silly time travel nonsense game with tongue in cheek humor after grimdark edgy games

Onimusha 3 wasn't THAT 'tongue-in-cheek'. It was the second game that was like that. Oni 3 was more of a misguided attempt to create a Hollywood inspired blockbuster story.
 
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DJOGamer PT

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Apr 8, 2015
Messages
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Lusitânia
I disagree, especially on the level design. I hardly find running around corridors and doing janky platforming with scripted boulders runs fun while going around essentially hunting Doom keycards
Sucks for you, but it doesn't change the fact the level design is good - they're aesthetically pleasant, multilayered and non-linear, have a good variety of encounters and traps, abundant with secrets that reward exploration and overall their space makes sense
The differences are beyond basic and boil down to the aggression and damage values.
There's also differences in moveset used by armed enemies, amount of defense employed, how coordinated they are in groups
No, it just had one weapon style that played very similarly
Honestly, I'm beginning to think you haven't played the game
The Amazon is all about poking the enemies from a safe distance and rolling away from danger
The Dwarf is meant to tank enemy combos and then unleashing his own
The Knight is the most balanced, equally good at defense and offense, and the player must effictevely alternate between them
The Barbarian is a pure glass cannon, all offense barely any defense - his "strategy" consists in jumping into the fray and hack and slash anything in his path, a short dogde and timed parry are his only defensive tools
So yes, quite distinct playstyles
there's a lot of PVE and PVP raminifactions to combining attacks of different timings and stats
Yes and most of them are about as distinct gameplay-wise as potatoes in a bag
No R1 attack has any iframes in Dark Souls,
I guess you didn't get to that part in tutorial where you learn the backstab and parry
but Dark Souls does have dozens of attacks designed to avoid the enemy through actual manipulation of the player hurtbox instead of pretending the character is dodging only to have iframes.
And the dichotomy between attacking and defending and the passivity of dodge vs the possibility of using different more efficient and aggressive options is what makes it more interesting
I think you got Dark Souls confused with Soul Calibur or Bushido Blade...
Also it's hilarious that a Ninja Gaiden fan actually accuses any game of using "attacks loaded with i-frames" as if 90% of Ninja Gaiden playtime wasn't spent izuna dropping or pulling off 5 seconds long multi-hit iframed attacks
Well I am more of a fan of NG1 rather than NG2 and I would like to see complete the game on Hard by abusing Izuna Drops :)
Still, even in regards to NG2, that game at least requires the player to intimately learn which moves to abuse the i-frames and even then the challenge to pull them off efficiently remains - rollslop combat as neither of that
It was made 1 year before Jedi Outcast
Ah yes, Jedi Outcast
That game made by an well established studio, of veteran developers, funded by one of the wealthiest and most acclaimed gaming companies of the time
I am shocked to learn that game had better production values than a small team of spanish novice game devs with limited resources
He doesn't
You can literally see he does...
Lmao now you'll defend V
If you're talking about DMCV, that game was the most commercially successful entry in the series, it revived the IP (and perhaps even helped restore the current interest for 3D hack 'n' slashes) and in terms of combat and enemy design it's objectively one of the best action game made so far
 
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SayMyName

Literate
Joined
Jan 21, 2025
Messages
48
I disagree, especially on the level design. I hardly find running around corridors and doing janky platforming with scripted boulders runs fun while going around essentially hunting Doom keycards
Sucks for you, but it doesn't change the fact the level design is good - they're aesthetically pleasant, multilayered and non-linear, have a good variety of encounters and traps, abundant with secrets that reward exploration and overall their space makes sense
They are linear as shit, their most fitting comparison is Doom levels, you unlock routes in a linear fashion regardless of how laid out the map is, and the verticality is window dressing to a game completely gimped by its movement system
The differences are beyond basic and boil down to the aggression and damage values.
There's also differences in moveset used by armed enemies, amount of defense employed, how coordinated they are in groups
They slash and attack the same, using the same player movesets that are in fact barely different.
No, it just had one weapon style that played very similarly
Honestly, I'm beginning to think you haven't played the game
The Amazon is all about poking the enemies from a safe distance and rolling away from danger
The Dwarf is meant to tank enemy combos and then unleashing his own
The Knight is the most balanced, equally good at defense and offense, and the player must effictevely alternate between them
The Barbarian is a pure glass cannon, all offense barely any defense - his "strategy" consists in jumping into the fray and hack and slash anything in his path, a short dogde and timed parry are his only defensive tools
So yes, quite distinct playstyles
No lol. All of them slash in the same exact way, do the same decapitation spins, actually share many movemesets and not play much different.
All your buzzwords mean nothing. The Darf doesn't tank any more than the Knight does and is literally a worse knight with a bit less reach and worse dodge, on the opposite side the amazon has a bit more reach and better dodge, but otherwise no real difference.
The actual weapons play the same, the committment is the same, the hit reaction is the same, the range is the same, both the effect on enemy and the exposure on enemy retaliation are identical with no tangible difference.
There's a minor dps difference, for example Barbarian does more damage than Amazon, but when the game focuses on combos and specials that stops being true and the actual inheerent small parametrical difference between characters get further diluted.
Leave it to agenda driven posters obsessed with shitting on Fromsoft to prop up whatever turd of a game out of contrarianism.
there's a lot of PVE and PVP ramifactions to combining attacks of different timings and stats
Yes and most of them are about as distinct gameplay-wise as potatoes in a bag
Spoken like someone that can't play it
No R1 attack has any iframes in Dark Souls,
I guess you didn't get to that part in tutorial where you learn the backstab and parry
Not an attack
but Dark Souls does have dozens of attacks designed to avoid the enemy through actual manipulation of the player hurtbox instead of pretending the character is dodging only to have iframes.
And the dichotomy between attacking and defending and the passivity of dodge vs the possibility of using different more efficient and aggressive options is what makes it more interesting
I think you got Dark Souls confused with Soul Calibur or Bushido Blade...
If you can't play it's not my issue

Also it's hilarious that a Ninja Gaiden fan actually accuses any game of using "attacks loaded with i-frames" as if 90% of Ninja Gaiden playtime wasn't spent izuna dropping or pulling off 5 seconds long multi-hit iframed attacks
Well I am more of a fan of NG1 rather than NG2 and I would like to see complete the game on Hard by abusing Izuna Drops :)
Still, even in regards to NG2, that game at least requires the player to intimately learn which moves to abuse the i-frames and even then the challenge to pull them off efficiently remains - rollslop combat as neither of that
All it requires is the player to spam safe iframed spin attacks and knowing how to hitstun whatever enemy, that's the entire point of combat, that it's actually based on rote memorization and knowledge of enemy more than reaction and animation tells than any other action game. It's baffling that you would use the argument of iframes when in both NG1 and 2 the actual strat is staying away from danger completely.
There's nothing wrong with that, as it is strategizing in regard to managing enemy placement and charging wind ups and NG throws bullshit at you that requires this level of OP shit, but quit pretending you are playing chess when fighting NG when it's actually high speed checkers.
It was made 1 year before Jedi Outcast
Ah yes, Jedi Outcast
That game made by an well established studio, of veteran developers, funded by one of the wealthiest and most acclaimed gaming companies of the time
Fucking Way of the Samurai from the same year has proper animation tells and hit feedback, was that also made by a big studio?
He doesn't
You can literally see he does...
Nope
Lmao now you'll defend V
If you're talking about DMCV, that game was the most commercially successful entry in the series, it revived the IP (and perhaps even helped restore the current interest for 3D hack 'n' slashes) and in terms of combat and enemy design it's objectively one of the best action game made so far
It sucked major ass and playing slot machine with devil breaker or as V ruined the flow.
The IP is now nothing but shitty western anime and mobile gachaslop, so what good did V do to the IP?
 
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The Nameless One

Educated
Joined
Sep 19, 2024
Messages
166
Location
Sigilville, CA
Restrictive class selection? What do you want, a third person skyrim, toddy?
What does the game gain from making you select the characters? You get dozens of weapons you can't use.
Replayability obviously. Every starter level is different for every character.

I beat it once, the only different is that the neutral attacks suck shit and the game forces special attacks down your throat, also archery becomes useless
Neutral attacks are okay when you know how to alternate them for different situations. You gotta suck ass real hard to just rely on specials to kill everything - specially when many are pretty much an exploit when you get enough stamina.
 

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