Capcom is reviving the long-dormant Onimusha series with Way of the Sword, and today we have our first introduction to it with a 30-minute demo on PS5 and Series X/S that offers a tantalising slice of the action ahead of the final release on September 29th. Set against the backdrop of demon-infested temples, the game casts players as legendary hero Miyamoto Musashi, employing visceral combat techniques in the studios' customary RE Engine. From the stellar facial capture tech to object destruction, cloth physics and even decapitations, there's plenty that sets this game apart.

Despite this technical prowess, the demo does have some graphical limitations. While PC and PS5 Pro versions support impressive ray-traced reflections, the game currently lacks advanced features like ray-traced global illumination, shadows, or path tracing, which are present in other recent RE Engine titles. That means a more limited rasterised approach to shadowing is used instead, which leaves indoor scenes looking a little flat and static - a criticism we also levelled at the likes of Resident Evil 7, which took a similar approach. It's possible that the final release or future updates will bring back some of these features, but for now the RT offering is fairly light.

On the console front, the demo offers two distinct graphics modes: a 60fps performance mode and a 30fps quality mode. Across PlayStation 5 and Xbox Series X, the performance mode targets a dynamic 1440p to 4K resolution, while the quality mode settles at a fixed 4K. The Xbox Series S, by contrast, operates at 1080p in both modes, with consistent performance but a noticeable reduction in clarity, particularly regarding hair rendering and texture quality compared to the more powerful consoles. It's possible that the resolution can dip below 1080p in performance mode, but we didn't see this in what we could capture.

Platform Quality Mode Res Performance Mode Res
PS5 Pro 3840x2160 (typical) 2304x1296 to 3840x2160 (dynamic)
PS5 3840x2160 (typical) 2560x1440 to 3840x2160 (dynamic)
Series X 3840x2160 (typical) 2560x1440 to 3840x2160 (dynamic)
Series S 1920x1080 (typical) 1920x1080 (dynamic, could drop lower)


The PlayStation 5 Pro provides a more flexible resolution range of 1296p to 4K in performance mode, using Sony’s improved PSSR upscaler for greater stability and sharpness. Furthermore, the Pro version includes an exclusive toggle for ray-traced reflections, which functions independently of graphics modes. This feature integrates seamlessly with the performance mode, allowing for 60fps gameplay with ray tracing enabled at no performance penalty, effectively replacing the screen-space reflections used on other platforms.

Beyond resolution and ray tracing, the PS5 Pro really benefits from that PSSR upscaling, which helps resolve a cleaner and more stable image, especially during motion. It effectively mitigates common upscaling artefacts, such as ghosting or banding trails, which are more visible on the standard PS5 version. This refinement is most apparent in darker, more complex environments like forests, where the Pro's image clarity remains superior to that of the base console.

Performance is largely excellent across all platforms, with the PS5, PS5 Pro, and both Xbox consoles maintaining a locked 60fps during active gameplay. Even when the screen is populated with enemies and demanding effects, the frame rate remains stable. However, cutscenes present a different challenge, as they often trigger more intensive post-processing effects and fix the dynamic resolution at its maximum setting, leading to noticeable dips into the 50s or high 40s on all machines - though VRR support helps smooth these transitions.


For users with VRR-capable displays, the game offers an unlocked frame rate option, allowing performance to push between 60fps and 90fps depending on the scene's complexity. Interestingly, the PS5 Pro excels as the performance leader in these scenarios. Throughout most of the demo, keeping ray tracing enabled is actually slightly more efficient than relying on screen-space reflections, explaining why the higher-quality lighting option carries no cost to the frame-rate.

There's also a 40fps mode for users of 120Hz displays, which is the exact midpoint (25ms) between the frame-times of 30fps (33.3ms) and 60ms (16.6ms) and therefore offers a nice balance between fidelity and performance. However, the 60fps performance mode is probably the mode we'd suggest for most platforms, given the importance of fluid inputs in this title.

Overall, Onimusha: Way of the Sword demonstrates a well-optimised foundation using the RE Engine. While there are minor issues, such as a rare frame-pacing bug when using the 40fps cap, the game’s technical state is promising and the 60fps performance mode is easy to recommend. The fixed 30fps quality mode provides a crisp, high-resolution alternative for those who prefer visual fidelity.

The largest remaining question is how the game will fare on Switch 2. Looking at Capcom's spec sheet, we're expecting a 900p image handheld and 1080p docked, both at 30fps - though it's not clear if this is with DLSS involved or not. With a 30fps target, can Capcom keep most of the visuals intact? With no demo available, we'll need to wait until September to find out.