
An Oni Gauntlet-wielding samurai makes a stand in Kyoto against the encroaching Genma menace. Through gritty, blood-soaked brawls, he searches for his reason to fight. What fate awaits at the end of his path?
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 21.8Kreviews | 90% | #33 | $61.9M |
| $69.99 | 6.5Kratings | 93% | #13 | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2277 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So far I am loving this game, completely new to Onimusha. Combat is fluid and almost feels cinematic at times even though it's all raw input. Extremely fun, decently challenging, visually amazing and I love seeing the world fill back up with enemies and new items strewn about. Helps make it feel like things are going on all over the place and that the malice is actively trying to undo your actions. I'm a lifelong souls fan, been playing Dark Souls since the first one dropped and Way of The Sword has the best melee combat and flow that I have ever experienced. This is a work of art! The DLC and upgrades are a bit steeply priced though, tbh.
个人认为这游戏最大的几个问题 1) 首日崩溃 2) 数不清的boss复用(是的就是百秽和那个双刀哥,我统计了一下直到通关我百秽差不多共打了15次),最后爬塔更是演都不演了,我觉得boss rush这种东西放在可选支线应该比放在主线合适吧? 3) 数不清的地图复用,一张清水寺地图算上蝴蝶任务、射箭任务至少会去四次,一张图内还要反复爬上爬下,也不给个快速回到鬼灯的功能 4) 防退款设计很多人都提过,我一般不倾向恶意揣测有这种设计存在但这作会不会太符合了:开头的播片占比偏高,基本没几分钟是自己在操作的;然后清水寺的两个boss战斗都很精彩,但是过完这一段到大地图立马变成清据点通马桶模式,前后落差是不是太大了? 如果没有这些问题,如果这游戏像卡婊其他游戏那样纯线性带点有趣的小支线,我会认为这是个很完美的游戏。至少这游戏的动作系统和主线boss设计都很有意思,化劲、闪避、远程三种应对方式各自都有发挥关键的作用,点名表扬义经、佐佐木和两兄弟的战斗了,尤其是两兄弟连携技的表现很有新意,可惜这些都是主线比较后期的内容,不知道有多少吃家能坚持到这里。然后这游戏的养成系统也还不错,至少比隔壁PRAGMATA好。 (说起PRAGMATA,感觉和鬼武者一样也是很可惜的一部作品,它的战斗系统和养成系统简直是一坨大的,但是在当我坚持通完关,击败了最终boss,享受着通关剧情和bgm的时候,再怎么恨这个游戏也不舍得真的给出那个差评了) 卡普空今年的游戏都或多或少的有些瑕疵呀……
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $62.1M | 68.6K | 75% | $34.99 | |
| $62.2M | 121K | 80% | $19.99 | |
| $62.3M | 20.8K | 83% | $49.99 | |
| $62.6M | 89.9K | 94% | $17.49 | |
| $61.2M | 68.8K | 85% | $34.99 | |
| $62.8M | 318.2K | 98% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $39.1K | 109 | 79% | $11.54 | |
| $3.9K | 19 | 84% | $8.60 | |
| $1.2K | 23 | 100% | $4.99 | |
| $1.2K | 6 | 100% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Latest in each market: best JP #3, worst FR #84 · 13 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Spanish - Latin America, Portuguese - Brazil*, Polish, Russian*, Simplified Chinese*, Traditional Chinese +2 more
| $69.99 |
| 370ratings |
| 92% |
| Top 100 |
| not modelled |
| $69.99 | — | — | #57 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Yılın beklemediğim sürprizlerinden biri oldu. Dün sabah başladım, zaman nasıl akıp gitti inanın bilmiyorum. Hikaye Spoilersız özetlemek gerekirse; efsanevi Miyamoto Musashi'yi oynuyoruz. Başımıza gelen bazı olaylar sonucunda Onimusha oluyoruz. Temel amacımız Genma (iblis) avlamak ve kolumuzdaki eldivenden kurtulmak (bunun asıl sebebi oyunda saklı). Hikaye ne az ne fazla; size kafayı yedirtmiyor ama kesinlikle keyifle kendini dinletiyor. Oynanış ve Combat Oyunun açık ara en muazzam noktası. Dodge, deflect ve parry gibi alıştığımız mekanikleri öyle güzel harmanlamışlar ki sadece birini kullanıp geçerim diyemiyorsunuz. Boss savaşları sizi mecbur tüm mekaniklerde ustalaşmaya zorluyor. Bir de Issen adında bir mekanik var tam darbe yiyecekken saldırırsanız güçlü bir counterattack yapıyorsunuz ve baya tatmin edici. Zaman aralığı dar ve kaçırırsanız full hasar yiyorsunuz. Başlarda bu riske girmeye pek değmez gibi gelse de, ileride belirli bir sebepten ötürü gerçekten çok ama çok işinize yarıyor. Atmosfer, Karakterler ve Görevler bakıcak olursak Karakter tasarımları ve özellikle Japonca seslendirmeler harika. Ara sahneler ve animasyonlara bayağı emek harcanmış, benim çok hoşuma gitti (bazılarına uzun gelip sıkabilir). Müzikler klasik samuray tarzında ama savaşlara ve atmosfere cuk oturmuş. Ana görevler çok iyi fakat yan görevler konusunda pek aynı şeyi söyleyemeyeceğim. Okçuluk ve hazine arama gibi birkaç görev türü var ve bir süre sonra tekrara düşüp bayabiliyor ama diğerleri bence güzel. Fiyat ve Zorluk Oyun 52 dolar ve benim 25 saatimi aldı, sunduğu deneyime kesinlikle değdiğini düşünüyorum. Zorluk başlarda kolay sonra kolay-orta , son boss ise zor denilebilir. Bitirdikten sonra açılan yeni zorluk seviyesi oyuna tekrar oynanabilirlik katıyor, yeni skiller falan ekleniyor mu diye sırf bunun için bir tur daha deneyeceğim. Son olarakta optimizasyonu baya iyi. Puanlamam: Combat: 9.5/10 Ara Sahne ve Sunum: 9/10 Karakterler: 8.5/10 Grafikler: 8.5/10 Seslendirme: 8/10 Müzik: 7/10 Genel Puan: 9/10 Kesinlikle bir şans verin.
神作,我第一次有“游戏还能这样玩”的感觉,在第三个BOSS的时候就感受到了令人惊叹的演出——而且是由你来交互,影响的演出,这种新奇的体验令人着迷,就像是你在武士剧场里亲自上阵一样,你的每一次反馈,动作,都在即时的向你回应,如同宫本武藏拥有笼手,我想,玩家和这个游戏,也算是这种关系吧!
自由に探索できる広めのエリアでかなり頻繁にクラッシュして進められないです。 今までのゲームプレイ範囲でレビューをするなら、人によってはこれは鬼武者じゃないかもしれません。 全体的にモーションの自然さを重視した作りになっていて、ややもっさり感が生まれています。 武蔵は一度死んでいますし、鬼の籠手で強化人間になっているはずなので、人間らしい動きをそれほど重視するべきだったのでしょうか。 自分が求めている鬼武者は、やりすぎない程度でスピード感のある一閃を中心としたシンプルなアクションゲームでした。 正直な所、鬼武者はこの一点だけで勝負できると思っていて、体幹ゲージ的な要素、鍔迫り合い、弱攻撃と強攻撃を交互に押すと勝てる切りあいなどはかなり余計に感じます。 肝心の一閃も全く同じカットで同じモーションが繰り返されるだけで冗長です。 これを今後何回も見ないといけないのでしょうか、飽きてきます。 また、一閃全般にワンテンポ余計なモーションが入っていて、即時発生しないので自分が欲しいタイミングで一閃が出ず、リモートでプレイしているような違和感を感じます。 将来的に、今までの一閃のようなシンプルな体験ができるオプションを期待します。 また、過去作にあった武器の切り替えも一時的なものになってしまっているのも残念です。 刀一本のアニメーションを作っていたら他の武器を用意できなくなってしまったのでしょうか。 プレイアブルのキャラクターが武蔵一人というのも残念です。 武蔵だけ作りこんでいたら他のキャラクターを用意する時間が無くなってしまったのでしょうか。 まとめると、鬼武者らしい要素以外のところにやたら工数が割かれていて、今までのシリーズで必ずあった要素が薄くなっています。 そもそも新作までかなり間が空いたので、再構築したといわれればそれまでですが、昔の感覚でプレイすると違和感を感じる人も多いのではないでしょうか。 全体的に全くダメではないのですが、鬼武者らしさはかなり減っています。 シリーズものとしてこれが最も残念に感じている点です。
玩法只有打boss还行 (百秽除外) 剩下的全是一坨
TOP TIER
W
amazing so far , 2026 is capcom's year
Wait, so Capcom CAN make a game that optimize for the PC and doesn't run like hot dog water?
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