However, the execution of these ambitious ideas does suffer from some structural friction. The shift to an action-RPG format is bold, but critics and players alike have noted that the combat can feel somewhat sluggish or repetitive over the game's roughly 20-hour runtime. While switching between Daemons on the fly provides tactical variety, the enemy design often relies on standard hack-and-slash tropes that fail to fully capitalize on the depth of the skill trees. Furthermore, the game’s insistence on silent, text-heavy dialogue in several stretches occasionally undercuts the cinematic gravity of its most heartbreaking moments.
Despite these gameplay shortcomings, ONINAKI succeeds as a piece of interactive art because of its willingness to dwell in melancholy. Its visual palette is a striking contrast of soft, cell-shaded pastels and dark, grotesque underworlds, perfectly encapsulating the thin veil between the living and the dead. The soundtrack matches this duality, oscillating between hauntingly quiet melodies and high-energy battle tracks that give the world a distinct, ethereal pulse. ONINAKI
Mechanically, ONINAKI expresses its themes through its "Daemon" system, which replaces traditional turn-based menus with real-time hack-and-slash combat. Daemons are the souls of powerful, forgotten warriors who did not reincarnate. Instead of letting them turn into monsters, Kagachi binds them to his own soul, utilizing their memories and weapons in battle. Each Daemon represents a different class and playstyle—ranging from the swift, sword-wielding Aisha to the heavily armored, shield-bearing Zaav. However, the execution of these ambitious ideas does
Released by Square Enix and developed by Tokyo RPG Factory, ONINAKI stands as a fascinating, somber departure from the developer’s previous nostalgic efforts like I Am Setsuna and Lost Sphear . While those earlier titles sought to replicate the cozy, turn-based magic of the 1990s golden age of JRPGs, ONINAKI pivots aggressively into a darker, action-oriented space. It is a game less interested in replicating the past and more invested in exploring the profound, often uncomfortable intersections of grief, duty, and the cycle of life and death. Through its unique world-building and mechanical marriage of combat with lost souls, the game offers a poignant, if imperfect, meditation on what it means to let go. ONINAKI pivots aggressively into a darker