The Onimusha series, a renowned franchise from Capcom during the early 2000s, continues to influence several action and samurai-themed games currently available. Regrettably, since the 2006 release of Onimusha: Dawn of Dreams, no new installments have been unveiled until the browser game Onimusha: Soul in 2012. However, much like Oda Nobunaga who was thought to have returned, the franchise resurfaced with a remastered version of Onimusha: Warlords in 2018. This year, we can expect another remaster for Onimusha 2, followed by Onimusha: Way of the Sword’s release in 2026.
It’s yet unclear if this is a genuine “resurgence” of the series or not, but with a remake and new game in development, supporters have good reason to be optimistic. So far, everything revealed about Onimusha: Way of the Sword seems intriguing, while Onimusha 2: Samurai’s Destiny is frequently praised as one of the franchise’s finest games. Recently, Game Rant visited Capcom’s office in San Francisco to chat with Motohide Eshiro, who directed the original game in 2002 and is now directing this remake, about his earlier work on it, his recent work on it, and the broader direction of the series. The following interview has been revised for clarity and conciseness.
The Past: Onimusha 2 First Came Out in 2002
Working on the Original Onimusha 2
Question: It’s been 25 years since the inception of the Onimusha series. Could you share your most vivid memories from developing the initial game and subsequently directing Onimusha 2?
The first film he directed holds a unique significance for him as it was his debut work. A notable aspect of this project is that they based the appearance of the protagonist, Jubei, on the late Yūsaku Matsuda. During the final stages of creating the character’s likeness, Miyuki Matsuda, Yūsaku’s wife, visited Capcom’s office to provide guidance on making the character model more authentic to the real Yūsaku Matsuda. This was a rather uncommon chance, making it a particularly memorable part of working on this initial production.
Q: How does it feel to be working on Onimusha 2 again after all these years?
A: It’s quite unusual for a director to revisit the remastered version of a project again. It’s both fortunate and lucky, and he’s thrilled to have had the opportunity to return. He was delighted to receive this offer and to rejoin the series once more.
Question: You’ve earned most of your game-related achievements in the production aspect of development. Could you share some insights into how you transitioned back to the role of director, and what this new experience has been for you?
Indeed, his primary position at Capcom remains as a producer. However, when the Onimusha 2 remaster project kicked off, they were pondering who would be best suited to direct the Onimusha 2 remaster. Ultimately, they approached Eshiro-san, who was thrilled by the opportunity. Without hesitation, he accepted and expressed his eagerness to take on the task.
Without Onimusha 2, he feels he wouldn’t have had the opportunity to direct another game. So, receiving this offer to direct once more is something valuable to him. He’s really enjoying being back in the director role.
What Makes The Onimusha IP
Q: In your mind, what makes an Onimusha game an Onimusha game? What gives the IP its identity?
critical attacks. Essentially, the storyline and gameplay are what make Onimusha stand out.

Q: How would you say Jubei Yagyu compares to Samanosuke Akechi as characters?
From what Jubei observes, he appears extremely passionate. Undeniably, Nobunaga was the one who destroyed his hometown, and his focus is clearly on revenge. However, he also demonstrates interaction with his allies and works together with them to defeat Nobunaga. In essence, Jubei exhibits a strong passion, which sets him apart from Samanosuke Akechi.
A: Given that Oda Nobunaga is a popular character in numerous video games like Onimusha, I’ve often wondered: what factors contribute to making this particular historical figure an attractive choice for inclusion in video games?
A: Oda Nobunaga, a captivating historical figure, is renowned for his significant impact on Japanese history. While he’s frequently linked to acts of cruelty, it’s essential to remember his groundbreaking contributions, such as ruling over Japan. His character offers numerous alluring aspects that would make him an intriguing choice for development in a game, thanks to his multifaceted traits and intriguing background.
A: I’ve often wondered why the orbs were named after these specific qualities: Charity, Faith, Honesty, Respect, and Strength. What was the reasoning behind this selection?
Originally, Noboru Sugimura was the screenwriter. During conversations about the plot and overall structure for the initial title, he proposed the five kanjis as a tribute to his appreciation and reverence for Japanese history. They intuitively felt these characters would be fitting within the game. His inspiration stemmed from genuine Japanese history, as these Kanji are commonly found in historical Japanese texts.>
The Present: Onimusha Warlords and Onimusha 2 Get Remasters
A: Why was it the appropriate time, starting around 2020 or so, for a revival or reimagining of the Onimusha series, culminating in the release of Onimusha 2 in 2025?
The Onimusha 2 remaster was planned as the next project following the Onimusha: Warlords remaster, but its execution depended on the right circumstances and timing. After completing Onimusha: Warlords, the team dispersed to work on different projects. However, they reunited recently, which allowed us to announce Onimusha: Way of the Sword, a new installment in the series. At that moment, we believed it was an opportune time for the Onimusha 2 remaster.
Additionally, he expresses a sense of joy and gratitude for having the opportunity to contribute to this project at this momentous time, as the latest installment is about to be released, piquing audience curiosity even further. Furthermore, his happiness stems from the fact that modern consoles now allow players to revisit these timeless titles, making him delighted that the series is resurfacing once more.
Working on the Onimusha 2 Remaster
A: Why was a relatively small number of modifications made when re-releasing Onimusha 2 as a remaster, with the aim of preserving the original experience? What factors led to the choice of a more minimalistic approach in this remaster?
In his opinion, the initial design of Onimusha 2 was thoroughly well-rounded; he didn’t feel there were many elements that needed additional development or modification. For the remaster of Onimusha 2, however, the focus was primarily on replicating the original gameplay, but it wasn’t feasible to simply port it to modern consoles without updates. Upon revisiting the game before working on it, he noticed that the tank controls felt somewhat outdated and potentially challenging for players. To make the game more accessible, he opted to include modern stock controls. Although the original title stands strong on its own, his aim was to make the game more inviting and user-friendly.
Regarding your question, could we rephrase it like this: “Given that the mini-games can be played right from the start of the game, is it because the developers aimed to make them available earlier?
Hey gamers! In the original release, mini-games were unlocked upon finishing the game, but for this remastered edition, we’ve decided to make them available from the get-go. We put a lot of work into making these mini-games engaging and enjoyable, so it didn’t seem right to keep them locked away until after you’ve beaten the game. Now, it’s up to you – if you want to dive right in and play the mini-games, go for it! If you prefer to finish the game first, that’s cool too. The choice is yours!
A: Apart from the regular modes, there’s a newly added Hell Mode. Why do you think the developers decided to incorporate such a challenging difficulty level into the main gaming experience?
Hell Mode isn’t suitable for everyone; rather, it serves as an extra difficulty level for those seeking a tougher experience in combat, allowing them to savor the thrill of battle.
Absolutely, in a real-life sword fight, one strike could be fatal, mirroring the high stakes of this battle. Eshiro-san designed something to convey that level of intensity. To keep it fair yet challenging, even if one player manages to conquer this mode, it’s considered successful. In fact, Eshiro-san himself hasn’t been able to beat it yet! So, it’s a test from Capcom and the Onimusha team for us players. It doesn’t alter the main gameplay, but I hope we all rise to the challenge and savor the intensity.
Absolutely! You brought back a great memory – I recall discussing that point during one of the trailers. Since then, I’ve made some significant strides, and I’m really excited about the direction things are going in!
There hasn’t been much development since the interview trailer. However, at least you can save your game frequently to make sure you’re making progress. But overall, it’s been quite a slow pace.
Regarding Eshiro-san’s personal gaming style, he frequently aims for the crucial strike in games, which means he bides his time until the enemy appears. Occasionally, he waits a bit too long, gets hit, and loses the game. Players have the option to attack regularly without focusing on critical strikes, but Eshiro-san prefers to concentrate on critical attacks. This preference is why he hasn’t advanced as far in the games.
Question: What do you think players might learn about the game’s past and progression from the newly added character artwork in Gallery mode?
As a huge fan, I’m eager to share my appreciation for the exceptional character design in Onimusha 2. The creators skillfully combined Eastern and Western aesthetics to craft an atmospheric masterpiece. Kudos to Keita Amemiya, the brilliant mind behind Onimusha 2’s character designs. His work on those characters was truly remarkable. Interestingly, he also came up with several demon designs that, due to content restrictions, didn’t make it into Onimusha 2. Despite this, they were so compelling that they’ve been included in the game this time as Gallery Mode. I can hardly wait for everyone to see these designs and imagine an alternate version of Onimusha 2 with this artwork. You can even zoom in on them to appreciate the level of care and dedication Keita Amemiya poured into each piece.

A: I find the gift system in Onimusha 2’s gameplay very engaging, and I wonder if there have been any modifications in the way gifts function in the remastered version?
In his view, the initial game’s system design was comprehensive enough that he never considered altering it. Instead, when creating this system for the original version, he aimed to convey the complexities of human emotion. The reactions and facial expressions displayed upon gift-giving serve as indicators of affection, making it possible to gauge whether the recipient cherished the present or not. In contemporary games with similar features, an affinity meter or on-screen indicator might be employed to demonstrate friendship levels. However, he opted against incorporating such a feature because it risks making the game feel too mechanical; rather, his intention was to make gift-giving feel as authentic as giving gifts in real life. In reality, you give a gift and observe the recipient’s reactions, comments, and discern whether they enjoy it or not.
Onimusha 2 is a Completely Rebuilt Remaster
Q: Did working on these characters again have any specific challenges with this remaster?
Originally, this game was designed to run directly on the PlayStation 2 hardware, as advanced game engines like RE Engine weren’t available back then. For the remastered version, they chose to use the RE Engine, but had to rebuild the game’s foundation from scratch to make it compatible with this engine. They couldn’t simply transfer characters from the original game to modern consoles; instead, they had to reconstruct the entire structure. The team put in a lot of effort, and after a long process, they successfully managed to run the game smoothly at 60 FPS and in high resolution, allowing players to appreciate the intricate details of the characters and backgrounds.
A: Apart from appearing in “Warlords” and “Onimusha 2”, could you provide some insights into the process of designing Gifu Castle, and any difficulties encountered while redesigning it for this remastered version?
In case you recall, Onimusha 2 follows Onimusha: Warlords, which means that Gifu Castle appears in both games. The creators aimed to convey the passage of time through the game by depicting an aged Gifu Castle, albeit with some changes to its interior as well. This was a detail they put considerable effort into. In this remastered edition, players can now experience the game in high resolution. They employed various tools and techniques to enhance the graphics, but the original assets were quite intricate. The hardware limitations of the past prevented these details from truly shining, but in the remastered version, bringing out those details and making them pop was a significant challenge. Despite the challenges, the team is pleased with the outcome and believes they’ve done an excellent job on it.
A: In creating this remastered version, was there ever talk about turning it into a complete remake instead? If such conversations took place, what were the outcomes?
There was no disagreement about whether a remastered or remade version should be released; instead, their main objective was to highlight the brilliance of the original Onimusha 2 game and make it accessible to a larger number of gamers. However, this goal would be challenging if players had to play the original game. As a result, they opted to create a remastered version to introduce Onimusha 2 to new players and provide them with insights into the Onimusha series and its world. Essentially, their aim was for players to experience the greatness of the original title, so they chose to focus on enhancing the game while preserving its original gameplay mechanics.
The Future: He Hopes to See the Onimusha World Grow
If you’re one of the many newcomers joining our franchise after a long hiatus, perhaps having started with the remastered version of Onimusha: Warlords, I would suggest that you’re in for an exciting journey! For those diving into Onimusha 2 for the first time, brace yourself for a thrilling experience filled with samurai action and deep narrative. Enjoy your exploration!
B: For newcomers to the series, he advises that Onimusha is a unique blend of authentic Japanese history and supernatural elements such as demons. He suggests highlighting the enjoyable combat system and the creative options within the game. He’s confident that fans of action games will find Onimusha 2 remaster entertaining and hopes that everyone who appreciates exciting swordplay will have the chance to enjoy it.
As a fellow gaming enthusiast who’s eagerly awaiting the return of Onimusha, let me share this: The anticipation we all feel is absolutely palpable. The remaster and the future of the franchise have ignited an excitement that hasn’t been seen in a while. To those who’ve patiently waited for more of this epic series, let me say this: Our time has come! Let’s unite, relive the glory days, and create new memories together in the world of Onimusha. It’s going to be an incredible journey!
To classic enthusiasts, he’s thrilled to present this timeless game on contemporary gaming platforms, anticipating that an increasing number of fans will savor re-experiencing this gem. While it will evoke a sense of nostalgia, the upgraded controls and graphics will also provide a refreshing twist. Essentially, he envisions a blend of familiarity with a touch of novelty. His hope is that those who initially played the original game will find their way back to it once more.
Q: Do you think remasters of Onimusha 3 and Onimusha: Dawn of Dreams could happen some day?
Indeed, he wasn’t the director of those games, but he fervently wishes they might return one day, whether as remasters or reimagined versions, enabling fans to relive the experience on contemporary gaming platforms. He looks forward to their potential resurrection at some point in the future.
A: Considering the progress made on the original version, the improvements seen in the remastered edition, and the new insights gained about Way of the Sword thus far, what would you say represents the most significant overall development for the franchise over these 20 years?
A: For over two decades now, our focus has been on growing the Onimusha universe, introducing innovative game mechanics, increasing the action intensity, and enriching the games with various features. This way, players can experience a diverse range of elements that define the Onimusha series.
Next year, we can expect the release of Onimusha: Way of the Sword. However, I fervently hope that if additional Onimusha games are developed in the future, the universe will grow even larger. My aim is for as many players as possible to experience this game, so I truly hope that the Onimusha world will continue to expand and flourish in the years ahead.
[END]
For the sake of this interview, Game Rant was given travel and accommodations. On May 23, Onimusha 2: Samurai’s Destiny will be released for PC, PlayStation 4, Nintendo Switch, and Xbox One.
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2025-04-23 01:40