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GBA

North America

Onimusha Tactics

by Zosha Arushan - November 18, 2003, 4:05 pm EST

5.5

Beginner's SRPG or cheap franchise cash-in? You decide!

When Onimusha Tactics was first announced a couple of years ago, I must say I was intrigued. Taking the well-known samurai franchise and adapting it to the SRPG genre seemed like an interesting idea, to be sure. Unfortunately, the game we ended up with is much less than its sum of parts.

The game follows the story of young Onimaru, who is descended of the Oni Clan. Because of this, he is bestowed power through the Oni Gauntlets, which have mysterious abilities in connection with his not-quite-human blood. The evil king of Genma Demons, Nobunaga, is dead set on having rivers of blood flow throughout Japan. It is up to Onimaru and his band of warriors to stop Nobunaga and his Genma horde.

Tile sets and sprites look remarkably similar to those from Tactics Ogre: The Knight of Lodis, which was released near the beginning of the GBA's lifetime. Spell effects aren't exactly mind-blowing either, making for a decidedly average-looking title. The music has a definite "feudal Japanese" sound to it, and the composition is up to snuff. But sadly, there is little variety, especially in battle themes. Presentation, however, is handled quite well. Hand-drawn stills help evoke the era and certainly set the mood.

That ambience is quickly shattered as one realises that the gameplay is sorely lacking. From simple things such as the lack of counterattacking to the utterly pathetic level of challenge, Onimusha Tactics will not appeal to fans of the genre. Characters come pre-defined, and can be reduced to one of four pseudo-classes: Swordsman, Ninja, Archer/Gunner and Healer. Swordsmen hack at things, Ninjas can throw shurikens or use knives on things, Archers/Gunners shoot at things, and Healers repair unit damage. The problem is that characters are essentially interchangeable, and there is little use for Healers, as characters do not permanently die.

With the lack of any counterattacks (excluding the Issin command), the game plays something like an RPG set on a SRPG map. There is little strategy involved in clearing a stage, as you can attack with abandon and the areas themselves are far from interesting. In fact, the greatest annoyance players will find is that if you take your time defeating your foes, more will appear randomly, at the opposite position of the map from your party. By the time you reach the half-way point in the game, the hero will learn an incredibly over-powered attack that simply dispels any possible difficulty the game may have had.

As mentioned before, the Issin command is the only method in which to counterattack, and while it is an interesting concept, it has little worth in practice. Issin allows you to completely destroy an enemy if it tries to physically attack you. Too bad that most enemies you'd want to kill in one hit will use a special attack instead, which will bypass it. The only enemy units that do not use special attacks constantly are so underpowered that Issin is a waste. In fact, the only advantage to gambling with Issin is that, if you do destroy an enemy, the Oni Gauntlets will absorb quadruple the Souls than normal.

There aren't any shops in the world of Onimusha. Instead, the lead character, Onimaru, creates items with the assistance of the Oni Gauntlets. By combining Genma Gems which are awarded randomly after defeating an enemy, it is possible to create incredibly powerful weapons and armour. Unfortunately, you have to first find the "recipe" to begin transmutating anything. Recipes, much like the Gems, are dropped randomly after killing an enemy. While certain types of enemies carry different categories of Gems, it can get annoying quickly when you simply do not receive the required stones to make that new sword your character needs.

Items you've created via the Oni Gauntlets can also be powered up with the souls of your vanquished foes. When you "enhance" certain weapons, new skills will become available to the character equipped with it. It will also raise the attack/defense of the item in question.

Onimusha Tactics is an extremely linear game. There are absolutely no branching paths and there is only one "side quest", and it can't truly be called that. During their travels, players will be shown a cut-scene in which Onimaru finds a strange stone fragment which transfers him into the "Phantom Realm": an endless barrage of boring battles. Thankfully, you can "Withdraw" from the area whenever you wish. Players can use the Phantom Realm to level up their characters, and collect Genma Gems, but that's about it. That is because the World Map only gives you three options, "Start Battle", "Save/Load" and "Phantom Realm".

This brings me to the biggest annoyance I have with the title. Players can only access their Organize screen (which lets you equip your units/create items/etc) if they are about to head into battle. If players want to experiment with new recipes they've found or see what equipment you need to change, they'll find themselves hopping into the Phantom Realm instead of being forced into the next story-based brouhaha. This quirk is very shortsighted on Capcom’s part and borders on being a design flaw.

In the end, Onimusha Tactics is neither horrible nor wonderful. With its lack of difficulty, underdeveloped Creation System, and boring pre-defined characters, Onimusha Tactics lags behind others in the genre. Capcom may have tried to make the game appealing towards novice SRPGers, but it simply leaves much to be desired.

Score

Graphics Sound Control Gameplay Lastability Final
6.5 6 6.5 5 4 5.5
Graphics
6.5

Looking quite similar to Tactics Ogre: The Knight of Lodis, the game isn't about to set any graphical bars. Hand-drawn stills help forward the plot from time to time, and help set the feudal mood.

Sound
6

Composition is above average, but there is a severe lack of variety. With only a couple of battle themes, you'll probably just play with the sound off.

Control
6.5

Your basic SRPG setup. There isn't an option to scroll quickly through your Item Creation list though, which can get annoying quickly.

Gameplay
5

There is literally no challenge if you've ever played an SRPG before. Since characters do not permanently die, there is little reason to worry about healing them. In addition, there is absolutely NO character customization. While in some games this works out all right (such as Fire Emblem), in Onimusha Tactics, you simply go for the character that has the highest stats.

Lastability
4

The game is short and easy. I managed to beat it in just under ten hours. The Phantom Realm allows you to get a few more battles in, but they get old fast.

Final
5.5

While this certainly isn't a bad game, there isn't a lot going for it when you compare what else is on the shelves. With so many alternatives available, there's little reason to bother giving Onimusha Tactics a try. The only reason I could recommend purchasing it is if the person playing it is a complete newcomer to the genre and would be daunted with a title like Fire Emblem.

Summary

Pros
  • +1 Engrish
  • Decent graphics
  • Dialogue replay option (Press L to review any dialogue spoken in a scene)
  • Nice presentation
Cons
  • B-O-R-I-N-G
  • Can be beaten in under ten hours
  • Inability to access your Organize screen without going into battle
  • Issin command is worthless
  • No sidequests or branching paths
  • Plot is cheesier than your favourite brand of Brie
  • Requires no strategy whatsoever
Review Page 2: Conclusion

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Genre Strategy
Developer Capcom
Players1 - 2

Worldwide Releases

na: Onimusha Tactics
Release Nov 11, 2003
PublisherCapcom
RatingMature
jpn: Onimusha Tactics
Release Jul 25, 2003
PublisherCapcom
RatingAll Ages
eu: Onimusha Tactics
Release Dec 05, 2003
PublisherCapcom
Rating7+

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