
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 | 12.8Kreviews | 90% | #34 | $36.5M |
| $69.99 | 6.5Kratings | 93% | — | 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 2367 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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 |
|---|---|---|---|---|
| $36.4M | 33.4K | 64% | $69.99 | |
| $36.4M | 202.8K | 98% | $9.99 | |
| $36.3M | 57.2K | 94% | $24.99 | |
| $36.8M | 67.5K | 86% | $19.99 | |
| $36.9M | 173.6K | 99% | $9.99 | |
| $36.1M | 44.3K | 91% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $39.1K | 110 | 79% | $11.54 | |
| $3.9K | 19 | 84% | $8.60 | |
| $1.3K | 23 | 100% | $4.99 | |
| $417 | 2 | 100% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Latest in each market: best JP #4, 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 |
| 390ratings |
| 92% |
| Top 100 |
| not modelled |
| $69.99 | — | — | #84 | 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 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great story, combat mechanics
Capgod does it again
Consistently incredible boss fights throughout alongside very fun story cut scenes and great characters. My only complaint is it could use some more mini-boss variety in the semi-open world and side quests, but the ones there are really fun. The boss rematch mode is also great for practicing the counters for every move and seeing any special animations that were missed when beating bosses the first time.
被源义经打破防了
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。
一周目剑戟难度已通关。 长板太长了,很难不给好评。 开局5小时对比demo在节奏上确实有落差,玩的昏昏欲睡。不过进入第二张小图后一切就会慢慢好起来,后期的boss设计非常精彩,还是值得一玩的。
表現規制が入っているため 圧倒的低評価をつけたい気持ちが 高ぶっていて ゲームを遊ぶ気になれない自分が居た 最初の画面で年齢を20以上にすれば こんなことにはならなかった 変える手段がわからない 調べても出てこない 僕は疲れてしまった
consigliato
绝对的大师之作,最终BOSS源义经绝对是目前最好最帅的BOSS站之一,希望下一作能有更多的武器可以用,另外,都在说通马桶和复用,在这个问题上无线被放大,我觉得都还好,支线任务做或不做也没太大影响,怪确实没那么多,但不至于被喷的那么惨,因为如果按这个标准,战神45那是不是也该被喷?为啥还那么多人吹
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.