
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.
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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 | 21.2Kreviews | 90% | #33 | $60.3M |
| $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 2237 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After 2 decades, this game is still great. This is fully recommended to all especially if you like hack and slash. Well done CAPCOM!
A ONIMUSHA game in mame only, gameplay wise is a SEKIRO carbon copy. Parry, deflection, executions, stamina is called posture and you literally counter grabs with a mikiri counter... stealth kills, how/what you "level up" and even "prosthetic tools". Its blatant. Talking about "prosthetic tools": instead of diferent weapons to choose from (types, elements and movesets) like in previous entries, we are limited now to the a katana, while some of the old games weapons appear as tools to make an special attack when we fill a blue bar. We are limited to a regular weapon, when lore wise, regular weapons are very innefective against the gemma. I guess having multiple weapons and movesets with the enemies having diferent weakneses and resistances was asking to much for a 70€ game. We also can control just 1 character. 1 Character and 1 weapon with 1 moveset. Onimusha 4 had 5 playable characters, each one with their own weapon type, skills and a ton of weapons of each kind, that game was released 20 years ago. Combat is flawed. Basic enemies you overpower easily, for anything stronger is best to wait for a parry/counter. This worked in sekiro since multiple enemies attacked at once... In onimusha 5, even when the cinematics show how enemies gang you, will atack in turn when playing, i guess even the gemma have honor to duel you 1vs1. Also, while in sekiro you could start by killing or taking a healthbar from a enemy by using stealth, in onimusha 5 sneaking is not practical. There are too many ways to heal yourself in the game. Exploration has problems too: - The FOV is too low for this kind of game. - The map is made of corridors and slighly more open areas, i guess kyoto counts as open area, even when the game wont let you explore(walls and malice/poison). Problem is, they painted everyting with red paint so you dont get lost in a corridor with 1 direction. There are also floating markers(thank god you can remove those). -There is also witcher vision wich i dont mind, the issue is... they added the monster hunter fireflies that show you the way and you cant remove that. -Enemies and gathering points(yep they put those) respawn even without resting. Kyoto looks all the same, so when you are exploring and clearing areas, things will respawn, forcing you to open the map to check where you are. Story wise i dont have a strong opinion, altought the plot arround removing the gauntlet is far less interesting that time traveling in onimusha 3 or the cherry trees of the 4th game. If you like games like sekiro and never played a onimusha game you will probably enjoy the game. If you wanted a onimusha game you are out of luck, gameplay wise, only absorbing souls with the gauntlet and the counter you make when you press the atack button before a enemy attack connects remain. Personally, i dont see the gameplay variety and replayability in onimusha 5 that previous games had.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $60.3M | 68.6K | 82% | $49.99 | |
| $60.2M | 373K | 89% | $13.99 | |
| $59.9M | 88.4K | 85% | $39.99 | |
| $59.6M | 84.1K | 92% | $19.99 | |
| $61.2M | 68.8K | 85% | $34.99 | |
| $59.4M | 198.8K | 98% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $38.8K | 108 | 79% | $11.54 | |
| $3.9K | 18 | 83% | $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 2.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is really ♥♥♥♥♥♥♥ boring, 40 minutes of intro cutscenes with barely any gameplay to explain the most basic mechanics. The combat is ♥♥♥♥♥♥♥ boring. the story is even more boring. honestly just a really boring game with the most half baked close evil circles plot. 4/10 game at most i see why AMD gave it away for free. Thinking about it, the combat is witcher 3 levels of bad.
鬼武者好きは買っても後悔しないです。 バランスの取れた調整もストーリーも今の所良き 声優さんも良き。そのキャラに合った声してます。 移動もスムーズでダメな所出すのが逆に難しい。 難易度もアクションが苦手な人向きに作られ、かなりやり込み要素豊富です。 バグも無くFPSが落ちることもないです、自分のPCだと。
难度:剑戟模式 总分:7/10分,值得一玩,但远远算不上神作,我这里没有商单,纯玩家视角评价。 开局9.5,有神作潜质。前期很有意思,中期素材复用,比如百秽这个BOSS,全程出现了10次以上,后期没内容了依然是靠堆怪和重复挑战BOSS注水拖时长,敌人类型总共也就那几种。 开战最终BOSS前是8分,最终BOSS后7/10,别急着喷,下面慢慢说。 战斗系统:9.5,整套系统完成度非常高,不管是格挡,弹开,一闪,闪A,上手都很快,前期游戏体验都很不错,交互体验也非常好,玩起来得心应手。战斗系统没有满分是因为高帧率下太难触发一闪,目押几乎不可能,从眼睛看到到手反应过来到手柄延迟按键按下去,60帧有8-12帧一闪判定窗口,而我玩游戏最低要求是120,一般是锁240帧。 播片演出:9分,播片的时候人物动作非常流畅,这块属于是看家本领了,人物表情夸张,应该说张力?演出这块我是服的,但人物算不上好看,也许是导演就好这一口?这游戏里女性角色阿国和紫式部,在播片演出部分经常怼脸大特写,情感爆发部分哭的比笑还难看,导演应该是年龄挺大的,导戏像是上世纪的,喜欢玩尬的,尬幽默的那种。 主线剧情:5.5,全程通马桶,因为日厂游戏通马桶是不得不品的一环,不管主角有多忙,世界要毁了,还是陨石要下来了,主角永远在帮别人解决麻烦。反正比拯救世界重要多了。佐佐木这个角色,确实很反感,戏份多到离谱,强倒是不强,戏份比源义经都多,这个角色对于整体来说剧情属于可有可无,死了也不影响主角推进剧情,行吧,反正战斗爽就行。 地图设计和美术设计:6分吧,属于及格没什么亮眼的地方,大地图没啥好说的,几个寺庙设计的还不错,副本设计前期还行,后期场景不亚于直接给你扔雪地里了,全是同款建模骷髅+蜡烛没有一点辨识度,一些场景里的贴图建模也看得出来都是自家引擎老素材,反正能用就行,除了一开始的清水寺,没有什么特别亮眼的地图。总评:值得一玩,战斗系统很爽,日厂经典的那套组合拳(堆怪)(换皮)(加数值)自适应了就行。至于媒体10分评分,看个乐子就行,自己玩自己评,媒体现在基本没有可信度,注水就注水,能说成重复挑战BOSS检验自己的水平。
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。
Amazing video game. The story and combat alone makes it worth it. Only thing I dont like is the british voice acting for English. Hearing the famous Japanese samurai musashi miyamoto sound like a smug british dude really takes me out. If you can handle it probably best to play with Japanese voices with subtitles.
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……
Боёвка классная, сюжет приятный. Очень приятная игра, без современных тенденций с повесткой.
Played the classics and this measures up perfectly.
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