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Onimusha: Way of the Sword groups its accessibility features into preset bundles plus a set of individual toggles, all reached from System Menu, then Settings, then Gameplay. The presets exist so that several related options can be switched at once rather than found individually.
Presets
Preset | Purpose |
|---|---|
Visual Accessibility Presets | Applies recommended defaults intended for players who need visual support |
Auditory Accessibility Presets | Applies recommended defaults intended for players who need auditory support |
Motion sickness reduction | Applies recommended defaults intended to reduce the effects of motion sickness |
Each preset sets a group of options to a recommended value. Nothing is locked afterwards, so an individual setting inside a preset can still be changed on its own.
Colour Vision Support
Separate from the presets, the game can apply special filters designed for colour-blind players. This is relevant beyond general readability because several of this game's systems are colour-coded: souls are distinguished by whether they are yellow, blue or red, and the Break Issen marker system distinguishes red from purple.
Gore and Blood Options
The game carries a mature rating for intense violence, blood and dismemberment, and it exposes three separate controls over that content rather than a single on-and-off switch.
Option | Effect | Limits |
|---|---|---|
Blood Effects | Shows or hides blood effects | Blood is still shown in certain scenes |
Blood Color | Sets the colour used for blood spurts, blood stains and similar effects | Red blood is still displayed in certain scenes |
Enemy Deaths | Enables or disables the dismemberment and severing animations and effects shown when enemies die | Some cinematic content and explanatory videos are unaffected |
All three carry the same caveat: they govern ordinary gameplay, and scripted scenes can override them. A player turning these off to make the game tolerable should expect the setting to hold during combat and not during story sequences.
Difficulty as an Accessibility Tool
The two difficulty levels function as part of the same accessibility layer. Story (Storyline Focus) turns Action Prompts on by default, putting on-screen icons over incoming attacks that indicate how each one should be answered. Action Prompts are an independent setting rather than something welded to a difficulty level, so they can be switched on while playing Action (Combat Focus) as well.
Difficulty can be changed at any point from a Spirit Mirror, and after a run of defeats the boss retry screen offers to drop the level directly. Neither route requires restarting a save.
Control Remapping
The game ships two full controller layouts, Defensive and Aggressive, which redistribute the offensive and defensive inputs rather than merely relabelling them. On PC, mouse and keyboard commands can be reassigned from a separate menu, though a small number of controls are fixed. See Controls for the full mapping.