ONINAKI Reviews
The all-new Action-RPG, ONINAKI tells the story of one Watcher on a journey to protect Life, after Death.
App ID | 987720 |
App Type | GAME |
Developers | Tokyo RPG Factory |
Publishers | Square Enix |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support, Steam Trading Cards |
Genres | Action, RPG |
Release Date | 22 Aug, 2019 |
Platforms | Windows |
Supported Languages | English, French, German, Japanese |

420 Total Reviews
278 Positive Reviews
142 Negative Reviews
Mixed Score
ONINAKI has garnered a total of 420 reviews, with 278 positive reviews and 142 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for ONINAKI over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
587 minutes
This game... I was depressed to tell anyone who really wants some great JRPG experience in this game which means good story telling and interesting combat system, this is not the game will satisfy you.
Story Telling:
The story, I would say it is simple but long and boring. There is no surprise or build on character. All I felt is combat and talk and thats all. The game is short and story itself is mediocre.
Combat System:
Now, this is a big issue. When the first game I played from Tokyo RPG Factory, I am Setsuna, I felt this company knows how to use simple graphics and interaction to make a interesting combat system, but when they decide to make a ARPG, that is when everything goes wrong.
The combat system is like a game from app store, poor handling, and repetitive battles. There is not really anything you can gain after you mastered one of your Onibito, then just repeat what you have done in the first few minutes of the game all the way to the end.
Some good sides:
The design of Onibito is great, each one has their own story and own skill trees plus battle style; However, there is really no point of using each of them in the game, because the player does not need to master all of them to finish the game, and it takes way too long to master even one of them.
Overall, 5.5 / 10 thats the highest point I could give to the game.
👍 : 53 |
😃 : 5
Negative
Playtime:
1940 minutes
Story is OK but the gameplay is boring.
1) It's very easy even when playing in hard mode "Maniac". Hard mode or easy mode don't have any effect to the AI, it only makes enemy sturdier and hit harder, while increasing the drop rate.
2) Maybe it's only me but most of the weapons are not interesting. They are too slow and not useful in most scenarios. For me, I only use Sword and maybe Twinblades for a change sometimes, supported by the passive skills of Axe and Fang.
3) The grind for soulstone is a long process that is so boring and painful, I'd suggest that you do it only after having "Soulstone++" on your weapons to increase the drop rate. By the time I have enough soulstone to unlock all memories, I am pretty much over leveled that I can beat everything (includes the final boss) easily in Hard mode.
4) There is an achievement for beating a secret boss at level 100 of a post game dungeon, with a boss at every 5 levels. It's basically the same maps, monsters and bosses that you have beaten in the story, nothing new and interesting. It is so easy that makes it ultimately boring to go through them all. I couldn't stand the pain and gave up at level 10. I am surprised to see 3.7% players obtaining this achievement.
5) It's not worth the original price. If you really want to play this game, get it at at least 70% discount.
👍 : 10 |
😃 : 2
Negative
Playtime:
648 minutes
The mixed reviews are justified. Buy only on a deep sale (or like I did in the FF12/DQ11 bundle) The foundation for the game is decent but all together isn't that fun or well thought out.
Before you start there are two things you need to do
1. Force turn off Steam input per game. Controller support is strange in this game and varies for people. The controller as is did work but none of the triggers worked. Doing this made the game work perfectly.
2. Use this mod - https://steamcommunity.com/app/987720/discussions/0/2646361029215215105/ - The game is extremely grindy without it.
The gameplay is the main problem with the game. It is all the same and with potentially a lot of grinding. There are 11 character play styles to use. The problem is they all level up individually and all start off extremely basic. So do you want to grind out a basic and boring start or just continue using what you have? You should since all of them are pretty fun once they get going with the scythe girl being a clear favorite. Using the above mod does cut out a lot of the grinding but it is still there. The gameplay loop is always the same and combat is fairly simple.
I enjoyed my time with it but have no real interest in finishing the game.
👍 : 18 |
😃 : 0
Positive
Playtime:
1870 minutes
A nice, not very complex RPG with an interesting combat system, a grim plot, but with simple graphics and good, but rare music. I recommend, but only at a discount!
👍 : 20 |
😃 : 1
Positive
Playtime:
83 minutes
DO NOT BUY THIS ON PC! Oninaki is bare-bones, very standard action JRPG made exceptionally bad but the unbelievable controller issues. The controller mapping in-game does not match the controller in use, it can be remapped, but only so much that you can set the main functions, and it doesn't change the in-game prompts, so it's still needlessly confusing. On top of that, it fails to register inputs for certain commands during the game, such as a command that lets you "cross" between two planes, which should be pretty responsive, but it isn't, it is a buggy unreliable mechanic.
As a JRPG it's bad, as an action RPG it is nearly unplayable due to the bad controls and, even still, the combat is bland and the Daemons system is unoriginal and not really all that exciting. In a period where there are so many good action RPGs out there, indie and otherwise, the fact that the biggest Japanese RPG developer in the industry could not polish this game for PC is unacceptable.
👍 : 30 |
😃 : 1
Negative
Playtime:
1359 minutes
22 hours to finish game
this game deserves a mixed review, unfortunately steam is yes or no for reviews
the story is ok, starts good then goes to shit and go back to ok at the ending, now the gameplay is total crap, you just fight the same enemies over and over and over ad infinitum, at the ending of the game i was just running past all those critters because i was bored to death of combat (played on maniac difficult)
this game has a demo, try it, the structure is the same from begining to end --> talk to some big head dude/dudess. fast travel/teleport to corridor map and the objective is in the other side of this map, rinse and repeat to end game
👍 : 42 |
😃 : 0
Negative
Playtime:
869 minutes
I liked this game for what it could have been. I spent almost the entire game thinking about how every aspect of the game was close to brilliant. It's like a mix of the Witcher and a Tales game. The world is fascinating. The dead can exist as lost souls, but otherwise will reincarnate as new people. This means that everyone focuses on making sure death is peaceful instead of the wellfare of the living. It's a fascinating perspective, especially in how the flaws of this perspective are so cleverly revealed.
Most of the negative comments I have seen mention the battle system. The battle system works for what it is, but has some serious flaws. Most weapons you acquire feel clunky to use, but there are several that are great. Frankly, there should have been more polish on fewer weapons. Ultimately, skill isn't much of an issue. Practically every enemy can be fought patiently if poses a threat. However, this gets tedious quickly. The best way to effectively defeat enemies quickly is to stagger them, but to stagger them you have to hit a certain threshold of damage which can only be obtained by grinding until you are over-leveled. This is also tedious. The only real lethal dangers are those of stun-locks. There are no invulnerability frames, so bosses will often repeatedly hit you without any possible counter-play (after the first attack lands).
The battle system did not make me dislike this game, though. What made me dislike this game was the way the story conveys, the inconsistent main character, and the complete lack of depth for any other other characters.
The story conveys one of two ways: Either something happens and the protagonist passively reacts to it, or the story just randomly resorts to exposition. A huge reveal happens about halfway through the game, but instead of leading up to this reveal, the secondary character just arbitrarily gets her memories back and tells you the entire plot. Nothing happens. She just tells you. It's hugely anti-climatic. But when story points aren't told to us, we get the main character. Mostly the main character just under-reacts as the world happens to him. However, whenever the main character has to make a decision, he makes bafflingly inconsistent and unreasonable choices.
Worse yet than the main character is every other character. At best other characters have 1 defining characteristic. The game needs people to die, so I hope you're ready for a non-stop train of murderers. Each and every murderer makes less sense than the last. Some of them don't even have a motive, they're just evil so that they can be evil. The rest are arguably worse. The justifications for murder are so silly that I found myself embarrassed to be playing the game at all. The world was fascinating and gave an implicit promise of exploring profound questions surrounding death. Instead we constant, immersion-breaking shallowness.
Lets use an example to illustrate the promise of depth and the shallowness of the payoff. The weapons you use are souls that have lost their memories. Your mentor tells you that no one knows a way to help souls recover their memories. This is a good setup. A watcher makes a dying wish that you recover one specific soul's memories. The setup has been reinforced, so the payoff should be great. However, once you do recover all the memories for that lost soul, nothing happens. There is no payoff. Nothing happens regardless of how many souls' memories you recover. You were promised depth but it was never anything but a story.
Don't buy this game. It's got interesting hooks, but that's all there ever is.
👍 : 25 |
😃 : 0
Negative
Playtime:
929 minutes
i will try not to spoil. story was really boring. they don't get you invested in any of the characters, continually have events where it seems like the player is supposed to have an emotional response but it is very difficult to feel anything when there is no build up. there is also no real direction for the story, it completely changes its focus multiple times, to the point where the ending is just some crap they made up in the last bit of it.
at least the combat was reasonably fun but, it quickly grew boring due to the same enemies being in the literal tutorial and the final dungeon of the game. a bit disappointed tbh.
however, if you are really starved for JRPGs its not awful by any means. i would just not recommend it over other great games available.
👍 : 72 |
😃 : 3
Negative
Playtime:
1145 minutes
The demo made me really want this game. It isn't often that RPG fans are graced with a truly dark game and I felt like rewarding the developers by paying full price instead of waiting for a sale. I knew the game was more like an indie title than a AAA game, but that didn't bother me much. It does now.
The game can be divided into three story arcs. The first two are fine, but in the third the narrative just goes out the window. A ton of lore is thrown at you without much detail and the main character doesn't seem to absorb the information in a way that seems realistic.
By the end of the game, the combat was also wearing thin. Combat is centered around which daemon your character has equipped. Each one has different weapons and abilities. And nearly every enemy is faster than you, and many of the larger ones can cancel your skills by hitting you. I was under the impression that the slow speed you see in the demo would improve as you leveled up daemons, but that isn't really the case. They become more powerful and get more skills (and at least one or two do get a speed buff) but you will always be slow. I mean, you even run faster when you don't have your daemon out.
I had the best daemon maxed out with every insta-kill buff I could stack and it was such chore going through later mobs. I didn't make an exact count, but I'd estimate there are around 10 enemies in the entire game. Even bosses get recycled. The game tries to encourage you to clear areas twice by switching between the living world and the Beyond. It pads the game time, but later areas over stay their welcome and by the end you are tired of seeing the same things over and over again.
I quit right at the end out of frustration, but the game apparently sports an extra dungeon with 101 floors. The floors recycle the previous areas you've already seen plenty of. I can't imagine wanting to complete that. I understand that their budget was probably limited, but there were better ways to make satisfying experience.
👍 : 130 |
😃 : 8
Negative
Playtime:
3345 minutes
Honestly, the demo is the best part of the game. It's all down hill from there.
About half way through, you've basically seen everything there is to see. From that point on, the rest of the game is the exact same monsters and bosses you've already been fighting with palette swaps, and re-visiting the areas you've already been to.
Aside from that, the tutorial hypes up all of the cool systems the game has, like switching daemons and manifestation, and then falls flat. Manifestation isn't worth using for various reasons, and acquiring skills for new daemons is so frustratingly slow that I just used a single daemon for the entire game. Which the game also incentivizes, by making your daemon's attack power scale infinitely with weapon stones (i.e. how much you use that daemon) after you acquire all of their abilities.
Adding on to the disappointment is the loot system. You pick up a dozen copies of the same weapon, take the one that has the most soulstone slots, and then fill the slots with the highest version of the same three soulstones that are good for your daemon. Repeat every time you reach a new weapon tier. There's nothing exciting about opening chests, because enemies drop weapons, soulstones, and healing incense en masse, and Null Stones (which are also the only reward you get from side quests) are useless if you're only using one daemon.
Would not suggest at this price tag, if for no reason other than to send the message that rushing out games like this is not acceptable.
👍 : 402 |
😃 : 14
Negative