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Accessibility Options - Version 1 vs Version 2
Sep 16, 2026, 03:38 AM
Created accessibility page covering the three presets, colour-blind filters, the three gore toggles and their scene limits
Sep 16, 2026, 03:44 AM
Wikilink target-exists flags refreshed after new pages were published
11Onimusha: 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.2233Presets4455PresetPurposeVisual Accessibility PresetsApplies recommended defaults intended for players who need visual supportAuditory Accessibility PresetsApplies recommended defaults intended for players who need auditory supportMotion sickness reductionApplies recommended defaults intended to reduce the effects of motion sickness66Each 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.7788Colour Vision Support991010Separate 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.11111212Gore and Blood Options13131414The 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.15151616OptionEffectLimitsBlood EffectsShows or hides blood effectsBlood is still shown in certain scenesBlood ColorSets the colour used for blood spurts, blood stains and similar effectsRed blood is still displayed in certain scenesEnemy DeathsEnables or disables the dismemberment and severing animations and effects shown when enemies dieSome cinematic content and explanatory videos are unaffected1717All 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.18181919Difficulty as an Accessibility Tool20202121The 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.22222323Difficulty 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.24242525Control Remapping26262727The 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.