Onimusha: Way of the Sword Team Intentionally Avoided a Metal Gear Rising-Style Cutting System
Director Satoru Nihei discussed the intentional design choices behind Onimusha: Way of the Sword's dismemberment system, contrasting it with the extensive slicing freedom found in games like Metal Gear Rising: Revengeance. Nihei explained that the team focused on reactive dismemberment tied to specific attacks to emphasize the power of abilities, rather than offering complete player freedom in cutting enemies. This approach, combined with Capcom's RE Engine technology and extensive animation work, contributed to the game's critical and commercial success.
- Entities
- Game: Metal Gear Rising
- Game: Onimusha: Way of the Sword
- Topic: Action RPG
- Topic: Game Development
- Topic: Combat System
- Person: Satoru Nihei
- Company: Capcom
This article was reported and published by gamingbolt.com. feed.gg links to it as part of a story cluster — full text, images and rights remain with the publisher.