With the renewal of the Onimusha franchise: Way of the Sword in active development, there was a resurgence of interest for the PlayStation 2 Onimusha series. While a remaster of the original Onimusha: Warlords has been available for some time, it is only recently that Capcom has announced that Onimusha 2: The fate of Samurai Would also be a remaster, which should be released on May 23.
Fans of the series have rejoiced in the news and for a good reason. Onimusha 2 is a fans favorite, with a unique style and gameplay elements that make it a real remarkable among the series.
We have had the opportunity to interview Motohide Eshiro, the original and long -standing veteran game director of Capcom, on what old and new players can expect from onimusha 2 remaster.
Make friends and influence people
What has the team learned from the Remaster of ONIMUSHA Original?
We have learned that we could make orders more comfortable. Onimusha 2 originally had only “tank commands”. We continued the revised orders from the previous remaster at Onimusha 2 gently.
Would these modernized controls affect the difficulty?
No, it is more about minimizing frustration. Classic fans can choose tank commands if they prefer, but modern players can more easily enter the game this way. Regarding the fight, we have faithfully postponed the critical system Issen from the original game. It will not be easier to make critical attacks, because we believe that the critical system was really finely balanced in the original game.
Can you develop one of the decisive features of the game: the Ally system?
This is one of the determining elements of Onimusha 2. You can offer gifts to other characters and build relationships with them. In return, they will help Jubei in the battles. Sometimes you can also control these characters.
Has something changed for this system in the remaster?
Like Issen, I think the Allied system was well balanced, so I did not have to make drastic changes or changes. We have planned to add a gauge on the characters' heads to indicate the status of your relationship, but that would not express the depth of the characters. You must therefore judge, by their reaction, the facial expressions, the comments they give you, how they think of the gift.
Paradise or hell?
What do you think of the new difficulty in optional hell where a blow means instant death?
It is certainly not for all players. This is something like a challenge to developers, especially for players who boast their skills. We really want the players to experience epic swords full of tension.
I have not yet been able to finish this mode, but we thought that if even one person in the world can finish this game, it will be OK. Another member of the team has been able to complete this new mode of hell, so we know that it is not impossible. So I hope that players, especially those who trust their skills, will play it. Even if you don't do it, you can progress a little at the same time by saving frequently. Of course, if you finish it, it will be incredible!
Can you tell us about the additions of mini-games like The Man in Black, Team Oni and Puzzle Phantom Realm?
Team Oni is a game where you go through steps, not only with Jubei but with your allies, and you can switch to each other. It is crucial to change work in the allies and to use strategically. Puzzle Phantom Realm is a sequence of puzzles to solve. You will meet puzzle sections in the normal game, but these are just consecutive puzzles, testing your skills in resolution. Finally, there is “the man in black”. Jubei has a special outfit where he is dressed in black, head to your feet. Instead of fighting enemies, the objective is to collect films in various places. These all have a different atmosphere from the main game and are fun distinctly.
Sustainable inheritances
Onimusha 2 has involved many big names in Japanese entertainment in its creation: the television and longtime game screenwriter Noboru Sugimura, famous artist and director of special effects Keita Amemiya, and the resemblance of the legendary actor Yusaku Matsuda. How did this set come together?
We wanted the world to be a mixture of Japanese and Western taste. Sugimura really had in -depth knowledge and respect for the era of Japanese history that this game takes place. He came with so many great ideas for allied characters. When Sugimura and I discussed the type of character design that we wanted, he had the idea of having Keita Amemiya as the main artist of the game. He made conceptions of really distinctive and convincing characters, shaping the visuals of Onimusha 2. You will be able to see a large part of his work in New Gallery mode.
When we finalized the base model of Jubei, Miyuki Matsuda, the widow of Yusaku Matsuda, came to the Capcom office to guide the team. She was practical to guide us on how to modify the face model, so it would look like Matsuda. I felt all the passion and love that Miyuki still had towards Yusaku. It was really something memorable.
Final reflections on the game?
Onimusha 2 was the first title I made, and I am happy to be able to return to the Remaster as a director. We hope that new players will appreciate all the features of quality of life, which facilitates the implementation of this game. I hope you enjoy it, even if you have never played an Onimusha game before.
The fate of Onimusha 2 Samurai was launched on PlayStation on May 23.



