Near ONIMUSHA 2: Destiny Samuraja, which I honestly didn’t think I would be able to go. Not because of the intended challenge or shocking augment in difficulties, but due to the project from 2002: the camera’s lasting corners are suddenly changing and changing my fight at the directional entrance; A huge, impassable environmental obstacle tiny enough for enemy shells to be handed over; Encouraging by distance attacks that I don’t even see.
I need to know
What is this? Remaster Hack and Slasher Capcom from 2002
Release date: May 22, 2025
Expect for payment: $ 30 / £ 25
Developer: Capcom
Publisher: Capcom
Reviewed to: Radeon RX 7800 XT, Ryzen 5 7600, 32 GB RAM
Multiplayer: NO
Parma steam: Verified
To combine: Official website
It was the culmination of five or six hours of accumulated Jank, gathered like a ball of frustration catamari and threw himself directly at my head.
Was it a good project 23 years ago? I can’t say for sure, because so far I haven’t had experience from Olusha 2. But certain how hell can say in 2025, it is not. This is particularly disappointing, because until this point I mostly enjoyed this recutal. I saw a lot of charm in the stupid voice of ONIMUSHA 2 and a unyielding fight, artifacts of the past era.
No camera movement? I remember these days.
Unclear combat control? How peculiar!
Individually, these elements are nothing more than the quirks activating my nostalgia. Considering everything-let’s say that during one frustrating bossa battle-these archaic weakness to realize how far we have come in the last two decades.
Oh, there is a counter -flight in the game – some sword techniques are eternal – but good luck in learning this time.
Battle sons
ONIIMUSHA 2 configuration is like a camera in 2002. You control Jubei, a lonely survivor of the village, massacred by a demon, in his pursuit of revenge. Along the way, he joins forces with a group of ragtag warriors and together decided to destroy evil. All right. In any case, it is not that I need an excuse to get a sword, and this configuration performs the task well enough. But there are several archaic elements of history that made me play very much, most of them focused around the lonely heroine.
For the first time you see Oyu – relying on Opening a cutsceover Games – it is bare under the waterfall. For the second time you see Oyu, he is actively harassed by the city’s inhabitants. From there, Jubei spends a lot of time saving her from monsters and other threatening situations. However, Oyu is formulated as a sturdy type of warrior, a woman who does not take a valve, but still needs saving. This inconsistent characteristics were ugly and left a bad taste in my mouth.
As I understand, the original Oniimusha was conceived by Capcom as a kind of “samurai resident of evil” who sounds incredible. I loved this series from the first. And you can definitely see the influence on the fixed corners of the camera and goal puzzles. One of the main medicinal subjects is even a herb for thunderous crying. But Resident Evil was a deliberately sluggish horror, a structure that was not adapted to massive hack and cutting. There is also an option to play samurai using vintage school tanks controls, but the idea of making me with the bone in an Eldritch way.
It is effortless to immerse yourself in a ten -year -old game for a dated project, but I still liked ONIMUSHA 2, even if I wasn’t aware, there was a block button by the first or two. There is a surprising diversity in the fight in the fight against Jubei’s weapon in the whole story. Everyone has a different set of attacks and their own special movement. My favorite is the Hyoujin-Yari spear, which can freeze enemies, enabling them to break their standard attacks. You can level your weapon by releasing Souls Jubei, absorbs after defeating monsters, allowing you to focus on your preferred arms.
The game looks great, though a bit sterile thanks to increasing HD. Pre -rendered backgrounds tend to aging good, just like here. The environments show great creativity and I have always been excited to see what medieval Japanese castle or haunted forest I will explore. The heroes also inject many personalities in history.
During the campaign, Jubei can give items to its allies, which affect who attaches to every mission. You can even control them instead of jubei if you get tired of it. It was useful more than once when I took control of Magichi, who approaches the rifle on the shoulder. Here is a tip: a distance fight can petty some of the most challenging meetings of Oniimush 2.
The enemy variety is also fun: fresh monsters are constantly introduced and all have their own attack patterns to learn. But Oniimusha 2 likes to throw a ton at you at once, and juggling attackers in a tiny circuit with attackers outside the screen made me threatening the computer by traveling to the dump. In many areas, the monsters also seemed to be reborn indefinitely, stopping me from discovering when I wanted.
The fight would be less frustrating, if the default arrangement of any stage was not a “narrow fragment and/or path”, a second monster stuck to me. Onimusha 2 offers more fights in the corridor than the entire Daredevil season. At one point he graduated from Rote to irritate. At the end I really missed the widely open arenas of current action games.
If Capcom hopes to excite the recently announced ONIMUSHA: Way of the Sword, I can’t imagine that this reerease attracting fresh players to the series – it doesn’t work for me. Nostalgia can be powerful enough to facilitate us overlook shortcomings and combine again with simpler times when the game design was not so made with expectations. I understand that you need to adapt your assumptions, which go to the 23-year game, and I gave onima 2 a lot of grace. In the end I cut my teeth on the generation of PS1 and PS2 consoles.
But nice memories do not necessarily translate into current tastes. Perhaps sometimes, as one special boss fight suggested, it is better to stay in the past in the past.