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Onimusha: Way of the Sword Has the Best Parry in Video Games
Developed over time first seen 2 months ago
Polygon's review argues that Capcom's newly released action RPG Onimusha: Way of the Sword features the best parry mechanic in video games, despite parrying having become an overused and stale trope across the genre, even appearing in unrelated titles such as 007 First Light. The writer credits this to exceptional animation and sound design, arguing that the combat system's execution elevates a familiar mechanic into something genuinely memorable, which matters because it demonstrates how craft and presentation, rather than novelty, can revitalise well-worn gameplay conventions.
The game, released on 4 September for consoles and Windows PC, casts players as swordsman Miyamoto Musashi, whose combat revolves around blocks, dodges and parries reinforced by reflex dodges, Issen strikes and blade locks. Successful parries trigger loud clashing sound effects, sparks, DualSense controller rumble and, on a perfect deflection, a brief slow-motion effect, while also building a "Blazing State" gauge that enables powerful finishing strikes. The reviewer particularly highlights that Musashi can parry even with his back turned to an enemy, calling the overall combat system best-in-class rather than a mechanical checklist item.
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In short
- Polygon review praises Onimusha: Way of the Sword's parry system as genre-leading.
- Game launched 4 September on consoles and PC, starring Miyamoto Musashi.
- Strong animation, sound and controller feedback elevate a common mechanic.
How this story developed
- 2 months ago Polygon's review argues that Capcom's newly released action RPG Onimusha: Way of the Sword features the best parry mechanic in video games, despite parrying having become an overused and stale trope across the genre, even appearing in unrelated titles such as 007 First Light.
- 2 months ago Polygon's review argues that Capcom's newly released action RPG Onimusha: Way of the Sword features the best parry mechanic in video games, despite parrying having become an overused and stale trope across the genre.
- 2 months ago Polygon's review argues that Capcom's newly released action RPG Onimusha: Way of the Sword features the best parry mechanic in video games, despite parrying having become an overused and stale trope across the genre, even appearing in unrelated titles such as 007 First Light.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Technical mastery of established systems deserves recognition as much as innovation does. Onimusha's parry mechanic exemplifies this principle through superior animation, sound design, and responsive feedback that genuinely elevate player satisfaction. The argument that craft and presentation can revitalise familiar conventions is sound: not every game can be revolutionary, and when developers achieve exceptional excellence in core systems, that craftsmanship matters and should be celebrated as advancing the medium through quality execution.
The case against
Praising technical excellence above innovation risks incentivising industry-wide design conservatism. Whilst the parry system may feel exceptional through superior animation and sound design, these represent sensory flourishes rather than mechanical depth; the underlying concept remains identical to dozens of other games. In a creative medium, celebrating perfect execution of familiar ideas risks encouraging further refinement of well-worn conventions rather than the bold new design approaches needed to push gaming meaningfully forward.
Explained simply
Onimusha is a long-running Capcom video game series, mixing samurai swordplay with supernatural enemies, that began on PlayStation 2 in 2001. Way of the Sword is a new entry released on 4 September for consoles and PC, putting players in control of the real-life swordsman Miyamoto Musashi as he fights his way through combat encounters using blocks, dodges and parries.
A "parry" is a common move in action games where timing a block correctly lets a player deflect an enemy attack, often opening them up to a counter-strike; it is such a familiar mechanic that some critics consider it overused, turning up even in games far removed from swordplay, such as the spy title 007 First Light. This background matters because it is the basis for a review from the gaming site Polygon, which argues that Way of the Sword's version of this well-worn mechanic stands out for its use of sound, animation and controller feedback.
The wider point of interest is less about whether one game is objectively "the best" and more about what makes a familiar gameplay idea feel fresh: reviewers often distinguish between a mechanic's novelty and the quality of its execution, and this story is an example of critics crediting craft and presentation for elevating something otherwise unremarkable on paper.
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