
When Onimusha: Warlords launched for Switch all the way back in 2019, we had optimistically assumed that its sequel would be right around the corner. How naïve. A bit of patience has been required, but now, more than six years later, Onimusha 2: Samurai’s Destiny has finally been given the same remaster treatment. We can’t be too mad at the long wait, mind you; with Capcom looking to fully revive the series with Onimusha: Way of the Sword in 2026, now might be the best time to remind players of what could well be the best entry.
In terms of what’s new with the Switch remaster, you can look to the original for a pretty solid benchmark. Visuals have been given a nice boost, and while there are no enhancements here akin to what the Resident Evil franchise has enjoyed in the past, the bump up to HD is still pretty nice. Certain areas can look a little muddy in handheld mode, but it’s a fine-looking game for the most part, bolstered by strong art design.

One area that did stick out to us, however, was the aspect ratio. By default, the game is presented at a widescreen 16:9 display, but you can switch this to the original 4:3 display via the options menu. We opted for the latter for most of our playthrough, since widescreen mode cuts off a huge chunk of the environment and action by simply zooming in to fill the space. It’s not like the game takes any cues from the HD port of the Resident Evil remake by panning the camera as you move to compensate for the missing content; for a lot of shots, it’s just gone. If you can stomach the black bars on the sides, stick to 4:3.
Gameplay has received a revamp, with ‘modern’ movement mapped to the analogue stick, and the traditional ‘tank controls’ mapped to the D-pad. It would’ve been nice to have the option to switch these for the purists out there, but with only two control configurations available, the only thing you’re going to be altering is which analogue stick can be clicked to initiate a quick turn. Not the end of the world, but a bit more customisation would be welcome.
The modern controls feel pretty good for the most part. Since we’re still dealing with fixed camera angles, there are brief moments where holding in one direction will result in protagonist Jubei jerking to the left or right as you recalibrate your movement with a sudden camera change. Tank controls simply have you pushing ‘up’ to move forward, so these don’t suffer from the same problem, but there’s no doubt that they feel generally more cumbersome in comparison.

To illustrate the gameplay and visuals a bit better, Onimusha 2 feels like a stepping stone between the rigid limitations of classic Resident Evil and the more free-flow setup of Devil May Cry, despite the latter launching a year prior to Onimusha 2. There are no sweeping camera movements here, which is a shame since the game's fixed angles felt dated back in 2002, but the gameplay certainly feels more agile and responsive than anything you’d find in those early RE games.
The story itself stars Jubei Yagyu, who takes over from Samanosuke as the only surviving member of a clan wiped out by the evil Nobunaga Oda. We’ll be honest, Jubei is kind of a boring protagonist with a typically gruff voice, but his lack of wit is compensated for by the surrounding cast, including the charmingly boisterous Ekei Ankokuji and the delightfully flamboyant demon Gogandantess.
Gameplay is a mix of sword-fighting action and light puzzle solving. Jubei can wield several unique weapons as you proceed through the story, starting with a basic samurai sword before grabbing a spear, a hammer, and more. You can lock onto enemies, strafe around them, and use a slick mix of offensive and defensive actions accordingly, including the ability to kick your enemies backwards and stab them with a sharp thrust.

Defeating enemies once again results in their souls drifting upwards into the air, by which point you can absorb them with your gauntlet. This lets you regain lost health, add power to your magic meter, and upgrade your equipment at various shrines dotted around the world. Onimusha 2 dips its toe into RPG mechanics, but it’s light enough that those who aren’t particularly fond of such things need not worry. It’s very much a case of choosing which weapon to upgrade, holding down ‘A’ to spend your currency, and away you go. Crucially, you’re not necessarily punished for not bothering with it too much.
Overall, Onimusha 2 feels like a significant improvement over its predecessor, with deeper combat mechanics, more varied environments, excellent boss encounters, and engaging puzzles (including Sudoku!). The music is also worth highlighting, too, taking inspiration from the feudal setting to bolster its authenticity while providing a bunch of catchy tunes you’ll be humming long after the credits roll.
Neat little extras are also loaded into the remaster. If you’ve played through Onimusha 2 multiple times, you might ‘enjoy’ the new Hell difficulty setting, which sees Jubei die with just a single hit – brutal stuff. On the flip side, an Easy mode has also been added if you prefer to enjoy the story without much hassle.

Fun yet throwaway minigames, including The Man in Black, Team Oni, and Puzzle Phantom Realm, are now available from the start via the main menu, and the original’s Gallery mode has been included once again with revamped, HD assets to enjoy whenever you like. Finally, extra costumes for the main game are available, but these look kinda goofy in our opinion. If you own the first title on Switch, however, you can opt to wear Samonosuke’s outfit, which will always look badass.
Conclusion
Onimusha 2: Samurai's Destiny is a strong, worthy successor to the original that is now at its absolute best on Switch. Some of it feels dated by modern standards, with fixed camera angles that arguably should have been ditched back in 2002, but it still feels incredibly fun regardless. The remaster adds in a bunch of quality-of-life updates and extras that both longtime fans and newcomers will appreciate, but ultimately, this is a faithful revival of one of the PS2's very best games. Now the patient wait for Onimusha 3 begins.
Comments 37
Hooray! Glad to hear this turned out well, and I'll be scooping it up shortly based on this review - thanks
I hope they also had a physical release soon so I could put this next to the first one in my Switch collection.
The game got censored. Another CAPCOM's classic game is retroactively censored... Sigh
@Vyacheslav333 What was censored exactly?
Bung it on the wait for a sale pile.
Hate when 16:9 is just the top and bottom parts being removed. It feels lazy and also can ruin moments too.
Al I the only one who likes fixed camera gameplay? I can’t wait for Capcom to port RE2 and RE3 Classic to Switch
Lopping off visible game screen to get 16:9 is truly shambles work.
The problem with fixed-camera in games of that time is how scenes transitioned screwing up your ability to control things, or how developers would choose terrible vantage points for no good reason other than to mess with the player. I've just been playing some PS2 games with certain sections that do that and sometimes it's just puzzling.
Two more to go! (And tactics)
This game is most definitely a product of it's time, but I still kinda love it. It's got charm to spare. Always loved the aesthetic of pre-rendered backgrounds, even if at times it can get disorienting transitioning from screen to screen.
@spottedleaf looks like they censored an outfit of one of the characters in the game.
I haven't played the game so I don't know everything included in that or if she is a main or side character
Even though they used panning in Resident Evil Remake, I always stick with 4:3, as it's the only way I can see the complete image on the screen. There's just no point in "filling" the screen if you end up with a huge character and less visible area on the screen (and strange zoom ins on actors' faces in the case of movies). For movies and games that were originally produced in the 4:3 aspect ratio and offer the original option in their re-releases, that'd how I play/watch them
Yo, why does the game look like trash in those screenshots? It looks so non-HD.
Well getting this on pc would be a no go. Better get on ps5. I have a ultrawide hooked up to my computer.
@fenlix Your right lol. I bet an emulator would clean the game up better. Looks like a lazy port rofl.
@rvcolem1 Unplayable garbage... RUINED
" If you can stomach the black bars on the sides, stick to 4:3."
serious question: what is so off putting to people about "black bars?" I've wondered this almost my whole life.
I remember reading on a home theatre enthusiast website in the mid 90s, when i was about 10, how someone had cut pieces of cardstock and carefully placed them over the top and bottom portions of their CRT screen, for watching "widescreen" dvds. 😂 they insisted it made things better, or more "cinematic" in some way.
fixed camera angles is not dated, its awesome!
Cutting off the top and bottom of an image on movies shot at 4:3 is a fairly common way to show a film at the intended aspect ratio. The cinematographer composes the image for that purpose - the top and bottom of the image are not "supposed to be seen.
Not sure if that is the intention in this case, but the 4:3 image in the review seems zoomed out, the 16:9 images in most cases look "correct"
@-wc- The only explanation I've seen is that some people get hung up on having a portion of the screen not used. They feel short changed somehow. I've seen people say they prefer 4:3 sources cropped to 16:9 for this reason. Same with stretching the image. It also makes things bigger, but at the huge loss of actually losing parts of the picture. It's very strange.
The only time I can think of when it's not so clear is for open matte films. These are things originally shot in 4:3 but were meant to be cropped to 16:9 for theatrical release. A case could be made that either way is fine, and chances are such things are framed more for one than for the other.
@-wc- putting cardboard on a TV is effectively how projectionists in cinemas used to show films shot at 4:3 in the correct aspect ratio - they would mask off the lens so only the intended aspect ratio was projected to the screen.
I'm not for it when creating something brand new, but couldn't they just have used machine learning to fill in the wide-screen and have an artist supervise and brush up any blemishes?
This will do nicely tbf. I'm a bit of a fan of the first iteration from back inn the day and enjoyed the Switch remake. It is pretty much what I expected. Thanks for the review
Man, even some emulators of older consoles are doing better job at presenting games in16:9. This is very disappointing from Capcom, but I'm waiting for Playasia's physical release. I love Onimusha series and the second one is great. If you never played it, now's your chance. It's finally free from the PS2 limbo hell! By the way, the fixed camera angles... I love them, so that's a plus for me! Thanks for the review and guys, just get it.
I love Capcom, but games like these I'll never buy for full price. I'll get it somewhere down the line for a nice 50% discount or something.
It feels kind of jarring that the 16:9 option actually cuts off part of the image...
@sdelfin Scene transitions with fixed camera angles do not "screw up your ability to control things". The control scheme always relates to the player. Forward always moves the player character forward, left always turns the player character to his or her left, regardless of which angle the scene is being viewed from. It's really not that hard to understand, and yet people refusing to engage with anything other than 3rd person, over the shoulder has resulted in everything being homogenised. Too many people want every game to control in exactly the same way.
I love fixed camera angles and it doesnt feel like a dated feature to me at all.
@WhiteUmbrella I was talking about other games of that era which used fixed cameras in whole or in part. I have played some recently and they do screw up your ability to control things in the moment. And they weren't using tank controls. I was talking about the concept in general. Some developers may have done it well, but others could have done it better.
Hoping this gets a physical release
I too love fixed camera angles, long live those glorious days/times/games!
@sdelfin Ok, sorry, that was my misunderstanding. As I understand it, any modern ports of games with fixed camera angles tend to add 'full 3d movement' for players that dislike fixed camera angles, but as you intimate, these cause problems when the camera angle shifts. The addition of this system to modern ports of RE1 remake effectively allow zombie dodging to be broken. To the best of my knowledge, I'm not aware of many original releases of fixed camera angle games that used full 3d controls, outside of RE2 for N64, where they were an additional option in the menus. I think maybe Onimusha: Dawn of Dreams had them, but I can't remember, since I played it so long ago, and haven't returned to it since. It was so disappointing.
@spottedleaf Check Steam threads for more details.
Not touching this censored piece of crao with a ten foot pole.
@WhiteUmbrella No worries. As I was not talking about this game and was referring to the concept in general, I was intentionally unspecific and didn't think it would draw much attention. I can see how there can be misunderstanding, especially in text form. I think it's much like other concepts in game development in that the implementation is the key. It could be done well or not so much. But I have no problem with fixed camera as a concept when done well.
Just last week I was playing Prince of Persia - Warrior Within which is full 3D, but has fixed-camera sections. There was one part that sticks out in which you're being chased and the camera angle suddenly changes the very moment the character must change directions. It's not the worst thing ever and not super difficult, but it is annoying having the time constraint of the chase and ending up running the wrong way because of the camera change every single time.
@sdelfin
"The only explanation I've seen is that some people get hung up on having a portion of the screen not used. They feel short changed somehow."
I dont want to sound conceited, but I'm so glad that I was able to "think" my way through that feeling 😅
"The only time I can think of when it's not so clear is for open matte films. These are things originally shot in 4:3 but were meant to be cropped to 16:9 for theatrical release."
interesting point!
Isn't this what such things as "pan + scan" are for?
I have a hard time believing it when i see a preference for anything but:
1) the most "screen filling" image that also
2) has the correct proportions (not squished) and preferably
3) is some logical resolution match between the source and the display. "integer scaled" or 1:1, something that doesnt look like a shimmery mess when it moves or lose detail
Fixed camera angles is a plus imo, maybe its not your thing but you cant include it to negatives.
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