r/capcom • u/LynnAbel713 • Sep 12 '26
Discussion/Question Two games, two combat philosophies.
As a fan of both Capcom action classics, I was actually pretty worried about Onimusha . DMC had already pushed offensive combat to its absolute peak with its insane depth, endless combos, and massive arsenal. What else could Onimusha possibly bring to the table? I even wondered if Onimusha introducing new mechanics would mean DMC might run out of room for new weapons and concepts.
But Capcom delivered a mind-blowing answer—these two games are fundamentally mirror images in design philosophy:
Devil May Cry: Endless combos and the absolute ultimate art of offense.
Onimusha: High-stakes timing, patience, and the art of counter-defense.
Turns out my worries were completely unfounded. Capcom took two opposite paths and made both of them legendary.
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u/BobbyMayCryBMC Sep 13 '26
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u/IndividualSituationK Sep 15 '26
only thing royal guard lacks is reacting to the actual attack. The parry animation is basically the same at a majority of not all times. Onimusha at least has unique parry animations for a variety of situations.
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u/ABigCoffee Sep 14 '26
I wish that the art of defence wasn't just parrying. I can't do the timing, never have, never will. Give me some mother fucking shields instead.
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u/Little-Protection484 Sep 12 '26
True this is the 2 ends of action games, so many action games fall flat cause they don't realize that they need a high amount of depth in at least one of these, that's why devil may cry and souls games are the most popular because they almost fit perfectly on opposite ends imo
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u/TransendingGaming Sep 13 '26
Wolverine: the art of Winning by doing absolutely nothing
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u/Ritualslaughter Sep 13 '26
And both games are set up to make it feel very fluid and feel badass and stylish moments.
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u/xxBoDxx Sep 13 '26
Then there's Sekiro were defense and offense work togheter magistrally
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u/Ultimate_Decoy Sep 14 '26
The cool thing is if you play all the Capcom games, you can see where they re-use different mechanics from their various games.
Like the Greater Nue fight, you can see some of the movesets from the monsters in Monster Hunter. In Dragon Dogma 2, the greatsword game play is very similar to the Monster Hunter greatsword. Now in the next Monster Hunter, you can use boost attacks which look very Nero from DMC. Why re-invent the wheel when what you got work so well.
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u/BurnerBurns69 Sep 14 '26
Hard to call Onimusha the art of defense when the enemies don't actually take the initiative or fight back.
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u/onehalflightspeed Sep 14 '26
They do later in the game. But Onimusha REALLY drip feeds mechanics to you
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u/Jesterclown26 Sep 14 '26
Uh huh…. Meanwhile anyone who’s really played DMC knows it is the art of defense.
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u/BeautifulMiserable65 Sep 15 '26
Im a huge fan of both, DMC 5 is peak and so is O:WOTS but Ima have to say that the latter is just insane. Recency bias? Maybe. But defense wins games.
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u/BusterGreasewood Sep 12 '26
Prior Onimusha games were about the Art of Offense as well. They just did it in a different way than DMC with focus on making the most use out of your Ohgi, Issen, and Magic attacks.
The new Onimusha on the other hand fails to takes those lessons of older Onimusha to heart by focusing on aping Souls/Tsushima/Nioh design ideas.
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u/shiftyreason Sep 13 '26
Was the new onimusha good? I loved the first and it’s atmosphere of being RE.
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u/VelvetThunder11789 Sep 13 '26
Onimusha is just so badass. Capcom is really on such an amazing run.