Oninaki

Oninaki[a] is a 2019 action role-playing game developed by Tokyo RPG Factory and published by Square Enix for the Nintendo Switch, PlayStation 4 and Windows.

Oninaki is set in a world where the doctrine of reincarnation is enforced by figures called Watchers, who assist in the passing of souls and fight monsters born of regret.

The player controls the Watcher Kagachi as he confronts a shrouded figure called the Night Devil, uncovering hidden truths surrounding the cycle of reincarnation and his own past life.

The game has received mixed reviews from critics upon release, with praise going to its mature setting and art design, though several criticised its story delivery and gameplay.

She is being hunted by the Night Devil, a powerful spirit who hounds Kagachi and gives aid to the cult in undermining the current monarch Lobelia.

Linne, transforming into an adult form, prays for Kagachi to make a new future as a monster emerges from underground to destroy the world.

Main producer Ryutaro Sasaki, who had a supporting role in the company's earlier titles, supervised the gameplay and technical side of production.

[12] The game's earliest concepts included the continued use of the turn-based combat system from I am Setsuna and Lost Sphear, with Kagachi fighting alone to protect the young Linne.

[8] Hashimoto wanted the ability for Kagachi to switch jobs, a term referring to schools of skills characters can learn such as magician or warrior.

[10] While the story was dark, the team wanted players to feel rather than see it, so there was no gore or graphic violence and many of the "shocking" moments are implied rather than shown.

[15] Despite the story's dark tones, the team actively worked to avoid a high age recommendation that would bar younger players.

Mayura was initially a throwaway character who would die at an early stage, but her design and further elaboration from Inaba led her to taking on a greater role in the narrative.

[20] To increase the feeling of connection to events, some story sections were made interactive rather than playing out as a cutscene, including Kagachi's suicide and his killing of the mob.

Background designer Oga Takeshi drew from several Eastern cities when creating Ehir Palace and the world's capital Szaka.

[23] The Japanese calligraphic logo was designed by Tomonori Kogawa, noted for his work on Space Runaway Ideon and Aura Battler Dunbine.

"Oninaki" portrayed the surface reality, while "Blood Flow" was written as an alternate main theme and symbolised its hidden truths.

Sara's theme was originally going to use Linne's musical motif, but the team decided it was not working so she instead incorporated elements of "Blood Flow".

[27] The game was first announced in February 2019 for a Q2/Q3 release the same year in North America, Europe, and Japan for the Nintendo Switch, the PlayStation 4, and Microsoft Windows.

[13] The simultaneous release was challenging for the team, creating a pressure that Tokita compared to the hardware limitations he had to face when Chrono Trigger and Parasite Eve were being developed.

[12][33] Many of the localized terms were chosen as they were the closest English parallel to the concepts, although staff felt the Japanese names may have given different impressions when directly translated.

[34] While the demo was released too close to the full game's launch for any substantial changes, the team did make minor adjustments based on feedback from players.

[35] During its first week on release in Japan, the two console versions of Oninaki reached second and third place in sales charts compiled by Japanese gaming magazine Famitsu.

[45] In its 2019-2020 fiscal report, Tokyo RPG Factory posted a significant loss compared to the previous period with the release of Lost Sphear.

[46] Reviewers for Famitsu were generally positive, with their main complaints being complex terminology, stiff character movement, and inventory limitations.

[40] Eurogamer's Malindy Hetfeld found several concepts worth exploring, but said the game "comes across as loveless" due to other areas appearing lackluster in execution.

[41] T.J. Hafer of IGN called Oninaki a "a gorgeous, distinctive, entertaining RPG", with his only negative views being on combat pace and the story delivery.

[42] By contrast, Nintendo World Report's Jordan Rudek gave it a positive review, praising the developers for their efforts and lauding its themes and mechanics despite disliking the ending and noting pacing issues.

[3] Mitch Vogel, writing for Nintendo Life, shared several opinions with Hafer and citing Oninaki as a sign of Tokyo RPG Factory's maturation in game design and quality.

[6] RPGFan's Alana Hagues was disappointed with the game overall due to its gameplay shortfalls and narrative, a feeling magnified by her wish to enjoy her time.

[44] Journalists generally agreed that the game's dark setting and theme of how people coped with death was intriguing, but faulted the writing as either long-winded or poor.

A three quarters view from overhead of a combat scene between the protagonist and several enemies. There is a radar map in the lower right, a percentage gauge in the lower left, and in the upper left a health bar as well as a level indicator. The enemies are in shades of black, the surroundings are in shades of earthy brown, and the heroes blade glows blue, having just caused a burst of neon blue light, indicating an attack has just occurred.
Oninaki protagonist Kagachi uses an axe-type Daemon to fight a group of Fallen.
The front of a Shinto Shrine, colored gold and brown, with a golden overhang to the front doors. There are carvings both above and to the sides of the main doors. The sky is overcast and dark.
The city of Szaka and Ehir Palace were influenced by various Asian cities, and several monuments drew specifically from Buddhist and Shinto shrine designs such as this one.