The JRPG genre is one that’s gone through immeasurable change in the few decades that it’s been around, but there’s something about the ‘old school’ style of 90’s turn-based RPGs that still holds a lot of sway with modern fans. To cater to this demographic, Square Enix formed Tokyo RPG Factory in 2015 to produce a new Chrono Trigger-like release called “Project Setsuna” which was then released the following year under the name I Am Setsuna. Two years later, Tokyo RPG Factory followed this up with a spiritual successor called Lost Sphear, which continued the concept of Setsuna while fixing many of the issues that fans and critics found with it. Now, Tokyo RPG Factory has produced Oninaki, which notably breaks away from studio tradition by scrapping the turn-based battles in favor of a faster paced, action-focused battle system.
We’ll get one thing out of the way up front: Oninaki is a heavy game. Right in the opening scene, we’re greeted with a sequence in which our main hero Kagachi loses both his parents at a young age and is coldly berated for grieving their parting. See, when a person dies in the world of Oninaki, their soul eventually passes on and enters into the cycle of reincarnation, but if that soul is held back—be it by lingering regrets or the grief of their surviving loved ones—the soul becomes ‘Lost’ and runs the risk of mutating into a monstrous Fallen creature. To prevent this, the Watchers have been formed, who travel between this life and the next to assist Lost souls in completing their passage into death.
Though the narrative eventually takes on a broader context as a menacing villain called the Night Devil is brought into focus, much of the narrative of Oninaki is centered around exploring smaller stories that delve into the nature of life, death, and the moral grays of suicide. For example, Watchers can engage in a process called “Tithing” (which is a euphemism for assisted suicide) in which they kill a willing participant who want to get a head start on their next reincarnation or accompany a frightened loved one into the next life. We appreciate this in-depth look at such a dark concept, but the focus on the morality and philosophy surrounding death comes at the cost of a compelling story.
Though the overarching premise of Oninaki is an interesting one, the characters themselves unfortunately fall short and the narrative suffers as a result. The main two characters, Kagachi and Mayura, are rather one dimensional and forgettable to begin with, but they seem downright lovable when compared to the host of useless side and support characters who possess almost no definable traits. Given that this is a somber release about death itself, perhaps that was the point, but we found ourselves very quickly bored and disconnected from the story events as they played out. This wasn’t helped at all by the rather hit or miss writing, which does its job of getting the point across, but comes off as being very stilted and forced. This is the kind of script that would immediately fall apart if you were to hear actual people speaking these lines.
Between story segments, you’ll spend most of your time exploring and battling through the various locales of the Inner Kingdom, which are notably not united by an overworld as in previous Tokyo RPG Factory releases. Each level is a little bigger than a typical JRPG dungeon, featuring relatively linear layouts, oodles of Fallen hordes, and a smattering of treasure chests. The main gimmick here is that you can swap between the living world and the “Beyond” with a tap of the left trigger, and progression is often tied to jumping between the two. For example, a yawning chasm in the living world is probably passable by using a portal in the Beyond, while a shadow-laden area in the Beyond will have to be traversed in the living world. The general lack of puzzles in the overworld means that this light/dark world concept feels drastically underused—especially when one can see how other, similar games have employed the concept—but it’s nonetheless a cool way for seeing certain locales from different perspectives.
When you run across enemies on your travels, battles play out in a fashion that lightly echoes that of past Tokyo RPG Factory releases, but with radical changes. Kagachi has a series of Daemons under his command (think Personas from the Persona series) which grant him the usage of different powers and weapons in combat depending on who he has equipped. Up to four different skills can be equipped to Kagachi at a time and each one is governed by a short cooldown timer, so battle becomes a balancing act between your basic combo attacks and your flashier (and harder-hitting) skill attacks. Kagachi can only be ‘possessed’ by one Daemon at a time, and though the enemy variety seldom calls for specific tactics, you can swap between up to four different Daemons at a time by using the right stick select them from a quick menu.
As Kagachi both gives and takes damage, he then slowly builds up ‘Affinity’ with the equipped Daemon, which sees his attack stats gradually receive a boost. Affinity can build to up to 200%, but his defense starts to take a hit after it passes 150%, which makes affinity management a nice risk/reward system to keep things interesting. If you’re dexterous enough to dodge enemy attacks and keep out of danger, that 200% damage buff can positively melt the enemy hordes, but it also makes you something of a glass cannon. Whenever you’re ready to reset your affinity, you can cash it out by a tap of the ‘L’ button and initiating the ‘Manifest’ ability, which sees the equipped Daemon merging with Kagachi to put him into a kind of super state. Though it only last for a limited time, Kagachi’s stats receive a huge boost when in this form and he can’t be staggered by enemy attacks, making it an ideal strategy for boss encounters.
We rather like the heightened focus on player skill that this new active battle system offers, but as time goes on, it becomes monotonous and tedious. Enemy mobs have an annoying tendency to spawn another wave or three after you’ve just finished wiping out the reinforcements of the mob you first engaged with, and we found that combat soon devolves to being more of a button masher than a cerebral or skill-based challenge. Upping the difficulty helps to introduce some slightly more interesting stakes, but we wish there was more challenging enemy AI and variety to necessitate the usage of the broad array of skills and weapons available to Kagachi. Even so, there’s something to be said about the almost Diablo-like effect of simply turning your brain off and indiscriminately slicing your way through enemy legions, and Oninaki fulfills that rather well. This is far from the most interesting battle system we’ve come across in an RPG, but it certainly has its charms; our advice would be to spend a few hours with it and try out different classes to really get a feel for what Oninaki has to offer.
You’ll acquire several Daemons as you journey across the Inner Kingdom, and each one functions somewhat like the different Jobs in the Final Fantasy titles. Dia, for example, gives Kagachi the usage of guns and a fighting style oriented around zoning and range, while Aisha grants Kagachi a big sword and plenty of heavy hitting slash attacks to go with it. Some classes feel much better to play than others, and as you fight with a given Daemon, you’ll gradually acquire Soulstones to level them up. Each Daemon has an extensive skill tree which can be invested in to acquire better passive abilities and new attack skills, and every few upgrades to a Daemon’s tree will see that Daemon ranking up and doing more damage overall.
Daemons can also be kitted out with different weapons to raise some of their stats, and these weapons can later be upgraded at a shop in the main town. You’ll amass quite a collection of junk and replica weapons as you wade through the seas of enemies, and these extra weapons can then be dismantled to power up the weapons you want to keep or to equip them with Shadestones, which grant them extra passives like a paralyze effect or higher skill damage. To be fair, this mini weapon economy and progression feels like something of an afterthought— Oninaki doesn’t even have an in-game currency—but we appreciate how it offers up a little something extra to keep you invested in the growth of your Daemons. At its worst, it’s a forgettable feature that won’t have much of an effect on your overall experience, while at its best, it’s a nice way to min-max and squeeze every last drop of efficiency out of your Daemons. We appreciate the diversity offered by this Daemon-focused combat system, particularly in the kind of depth and flexibility that it offers for character progression. Though Kagachi doesn’t have very much progression of his own, the skill trees and varying effects of the Daemons you equip ensure that there are plenty of ‘builds’ you can run with, which is a marked improvement over the somewhat narrow progression systems of Setsuna and Lost Sphear.
From a presentation perspective, Tokyo RPG Factory has definitely stepped up its game. Though the character models still remain disappointingly simple, the environments have received a notable boost in artistic flair. The living world is defined by a rather monochromatic, somewhat flat colour palette, but hopping over into the Beyond infuses those same environments with a ghostly neon aesthetic that’s quite easy on the eyes. Couple this with some impressive dynamic lighting and you’re left with a final product that looks quite sharp, even if it lacks the sort of extra flair that one expects from a retail purchase. Matching the tone of the visuals and story is a similarly morose soundtrack, although it’s a little sparser than we would like. Plenty of segments in Oninaki are completely devoid of any music and there aren’t any interesting environmental sound effects to replace it, meaning that you awkwardly listen in silence to every grunt and yelp from Kagachi as he explores and fights.
As with the last release, we also feel it bears mentioning that (at the time of writing) Oninaki is selling on the eShop for $50. Whether or not the release justifies the price will of course be up to your discretion, but we feel that is much too high a price given the level of content on offer here. Make no mistake, Oninaki is a solid RPG, but the inherently simpler nature of its design and its relatively short (about 30 hours) runtime don’t necessarily do the heavy lifting required to meet the expectations of that near-full price, which puts it within spitting distance of the likes of Xenoblade Chronicles 2, Fire Emblem: Three Houses, and Octopath Traveler. As ever, a game is only worth whatever you’re willing to pay, but we’d advise waiting for a sale.
Conclusion
There’s a clear maturation in the work of Tokyo RPG Factory from game to game, as it sticks closely to its traditional ideals while slowly widening the scope of its ambitions. Bearing this in mind, Oninaki is certainly the biggest and most innovative release from the studio yet, but we wouldn’t exactly call it the best. Though the premise is certainly interesting, we felt let down by the story in this one, and the combat is less generally enjoyable than the turn-based affairs that came before. That being said, we also loved the depth offered by the Daemon system, both in terms of what it offers in character progression and combat variety, and the art style of the dark world is truly something to behold. We’d give Oninaki a recommendation to anybody who loves RPGs; although it isn’t the best, this is another solid showing from Tokyo RPG Factory.
Comments 65
If it came out last year I would be all over this game. Unfortunately I have so much on my plate and with a ton more coming this will have to wait for quite some time.
there are some other games i want to get first but this one does look like something I might pick up later.
Not a bad score but I must admit, I was hoping the game would have a bit more story depth considering how good it actually looks. Might pick it up eventually but certainly not tomorrow (like I was planning).
Yeah. I tried out the demo and to me it seemed ho-hum. My daughter likes it so I'll snag it for her.
Still yet to give the demo a try. I may get round to it but still trying to finish my FIRST! playthrough of FE3H 😬
You say it’s 30 hours like that’s a bad thing. I wish more adventure games were that length.
So it’s like Persona 3 with the grim subject matter and demons but without the lovable side characters?
That's a shame it scores a 7, but after Lost Sphere (which I am still to play and is in my backlog) and I am Setsuna this is no suprise.
May pick this up in a sale down the line.
Sounds like something I would enjoy.
Honestly, I'm still waiting to play I am Setsuna, so I'm not sure what Tokyo RPG is all about
Really interested in this one.
30 hours long is great for me, considering all my backlog is great to have time for other games. But thanks to my backlog and lack of gaming time, I'll wait for a sale.
I haven't gotten around to trying out the demo but I think I'm still planning to pick up the physical release when it launches here in Australia next month. Supposedly limited stock so if I don't get it at launch then I probably never will. Nice addition to the collection at the very least.
The Demo was fine, but not something I have to play right away at full price.
Still have FireEmblem for my commute, and the surprise release of Metro Exodus 1st DLC for home. It can wait.
And Once Control/Astral Chains hit next week, I will not play this at Home or on the GO anyway.
@roboshort Exactly. Personally I think 30 hours is pretty much the perfect run time for most games. As long as they are paced correctly and don't drag on like some RPGs can.
We really need to move away from run time being used as an indicator of value. I would happily pay $50 for a 30 hour game if it kept me engaged and entertained without overstaying it's welcome.
Like the sound of the premise. I'll get it one day.
About on par with I Am Setsuna and Lost Sphear. I had hoped for something more evolutionary from developer Toyko RPG Factory since this is their third game, but I look forward to playing this regardless.
Tried the demo, I was very unimpressed. There is absolutely no weight or oomph to anything in this game, very similarly to the two earlier games for this studio, but now it's even worse since it's an action game. I completely lost interest after beating the first boss.
loved setsuna, still want to try lost sphear but this just does not appeal to me.
It's a shame. I was hoping this would be TRPGF's breakout game, but it's still just another average effort. It would have been fine in the Switch's first year, but with all of the INCREDIBLE games coming out this year, an action-rpg with bad writing and combat and no music just isn't going to cut it for me.
Shame it doesn't hold up. I can actually relate to the main character's story of losing their parents early and being shamed and ridiculed for grieving. Was looking forward to this one but will probably skip it since the story and characters don't hold up.
Ill wait for a price drop.
It's sound like Tokyo RPG Factory is a "7 score" dev team... hope they can make greater games in the future
I have tried already in demo form 3 Tokyo RPG Factory games and I think officially their RPGs are not for me. They look nice but just feel too generic...
@Xelha You hit the nail on the head. This feels like a $20-$30 purchase to me.
I'm waiting for my physical copy to drop, although it will be shelved until I finish Grandia 1 & 2
Game seems good enough, for once it's finally a free roam action RPG and not a turn based RPGs like their first two offerings. I still may check it out once a sale happens and if I like it then I might pickup the physical version through Play-Asia.
@illmatic20xx Same here
This is on the list. Not immediate pickup though.
Despite the negative tone of this review (was surprised at the 7 even), I think you've just sold me on this game. 30hrs is a good length (3 times that of most action games), and I'd love a bit brainless grinding. Gonna try out the demo.
Tokyo RPG Factory has proven us they can’t learn from mistakes. Third game, same issues, same shallow characters and repetitive combat, same forgettable OST.
This is getting a bit sad.
Played the first part of the demo and I liked it but I wasn’t completely sold.
Being a "solid" rpg isn't enough at the moment. With grandia, mana-series, dragon quest, ni no Kuni, witcher, etc there is just too much good stuff that you could be playing instead.
Tried the time and actually ended up liking it. First of their games I actually might bother with. Disappointed to hear about the story and the music though ...
Sounds like something to get into eventually, but not something to rush to buy. I thought the demo was not bad, but I didn't stick with it long. Once I exhaust my backlog of deep games that are holding my attention and find myself hungering for a new adventure (and if it's on sale), I can see myself adding it to my collection.
@Tempestryke I got that impression too. I can only hear "taa tugh hagh" only so much.
@Chunkboi79 Lol. He must be good friends with Link.
@roboshort @PACO_PEREZ I shall join the club. I found that 30 hours is the perfect length for me and length is one factor which can make me shy away from RPGs, especially for story- or quest-heavy games. If anything this gets me more interested in Oninaki.
Just looking at the "cons" column- so TRPGF haven't learned from Setsuna as Sphear yet.
I was on board for this until I played the demo. The combat seemed very, very repetitive to me. I did love the premise though. A lot. Like most, I'll wait for a price drop.
30 hours! I’ve not put thirty hours into any Switch game.
Still might pick this up...
The premise of this sounds interesting but like seemingly all Tokyo RPG Factory games the demos are completely off-putting.
@roboshort That's an excellent number of hours for me - and for others, I believe, due to all kinds of time restrictions life imposes on us
Avarge score, too bad hoped for more.
Tokyo RPG seems an average studio too bad
My exact gripe was the mindless combat. I was intrigued by almost all else but that button-mashing combat coupled with repetitive hoo’s and ha’s was enough to turn me away.
Too bad. I like this studio but they just haven't been able to piece it all together yet. It seems you could even make an argument that each game has gotten worse...
I really enjoyed setsuna and sphere but I hated the demo of this one. The story is boring from the start and the gameplay is just BAD. Hope they go back to the roots but I am afraid for their future after lost sphere terrible sales
I found the demo to be meh. But got hooked by the story. :3
Is the "Joy Con" thing in the review new?
Sure hope it doesn't drift away soon.
So it has bad combat, bad music and a bad story? Uh... what other reasons are there to play a JRPG?
Lol. Almost every comment here can be summed up with one big collective "...Meh."
I dug the demo and preordered a physical copy from play asia 🙌
A JRPG with a boring cast is a deal breaker for me. If I am not invested with the characters I lose any interest in sticking with a game for 30-80 hours that a JRPG generally demands.
And this gets a 7/10? Really? After all those criticisms about story and characters and tone?
Oh right, it's not an anime game. Slap an anime coat of paint on it and you'd give it a 4/10 instead.
Reincarnation is the mechanics of the universe.
It's cool that someone uses that mechanic in a game, but then again didn't all game characters respawned when they died? Especially Deadcells.
Anyway 7/10 is low for Switch. There's just too many games, anything below 8 is not worth playing anymore.
I tried the demo and can see why people like it. It's not tyre greatest though, so it'll be a pass for me.
@erv The review can easily just asked if you like Diablo? If you do, then this is the game for you.
I'll give the demo a try if I find the motivation, but I really expect nothing from Tokyo RPG Factory.
Yea, something to definitely pick up on sale early next year, but holy cow the big games from now until the end of the year are gonna keep me too busy for this.
Figures, Tokyo RPG Factory isn't a good developer.
I've failed to get halfway through the last two games. I'm skeptical this will hold my attention long enough to be worth $40
The score is probably higher than what I anticipated from the Demo. There's technically nothing "wrong" with it, but it has the same "hollow" feeling everything TRPG Factory games always have. There's something missing in the heart of that studio that still misses the core of what makes a JRPG tick. It's a shame, they obviously are capable, but they're missing soul. Their games feel like they're under-budget and under-ambitious. It's like the practical people from the FF teams all left and formed TRPGF that contains condensed practicality that is missing from the all ambition-zero-practicality FF series.
I agree with everything this review says just from playing the demo. I don't... Hate the game, but I'd rather play other games before this and will definitely wait for a hard sale.
I've been playing this throughout the weekend.
The skill tree system is quite addictive. It's nice that you could max out every skill on the list. The combat becomes much more smoother after some upgrades. I also like the melancholy music which fits the depressing story.
Just finished the demo for this, had a ton of fun. When it came up at the end and asked if I wanted to go to the eshop to check out the full version, I clicked yes. Then I saw the price and left. £44.99 LMAO. brand new physical games don't cost that ffs. No way in hell am I paying that for a digital title.
I'm sorry but i disagree on the game being good, at all -i ended up playing through the game, and i'm more into story when it comes to my rpg's -it gets me glued to it if it has a good story, but this didn't. -I didn't like it at all..it was honestly just bleak, and i understand that's the whole ideal for the game story plot, but they could've done better. Instead of freaking spoiler
Making the main character kill himself just to actually save everyone, like -is the creator burnt out with the whole story plot being; killing the main character or just killing people to save the world or the people around them? It's just too overly used to be honest, and i'm tired of seeing that..-i know some of ya'll will disagree with me, but the many games i've seen where characters do die that i like -just makes me depressed, and i learned to get used to it but freak sake this is the second game from this person i didn't like one bit. I am Setsuna story was just good, but freaking bad -i sigh. Please stop killing the characters.
Finally; I actually spoiled myself with the game, because as i was playing it -something was really off about the story plot until i found out sadly the hard way. It really did disappoint me allot to be honest. Love the gameplay though -just not the story.
@retro_player_22 the play Asia copy is on sale this week for “Black Friday”
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