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REFERENCE

The First Hours, the Difficulty You Cannot Pick Yet, and Why Nothing Is Lost

Release
4 September 2026, moved up three weeks from the 25th.
Platforms
PS5, Xbox Series X|S, Switch 2 and PC.
Difficulty
Story or Action to begin; Carnage only after a completion.
Length
30–35 h for a first playthrough; 60–70 h to the platinum.
Missables
0 trophies, 0 collectibles — but 2 playthroughs required.
Collectibles
275 across 11 types; 52 trophies, 1/2/9/40.

Decide before you start

🎚️ You only get two of the three
Story is the forgiving setting, with wider defensive windows and optional button prompts, and Action is the default, with challenging parry and deflect timings. Carnage is the third, and it is not on the menu: it unlocks only after you have finished the game once. Push Square's review is unhappy about it — it calls this "one of those instances where you only unlock the hard difficulty by beating the game".
🪞 The difficulty switch is not in the options menu
Story and Action can be swapped freely, but you do it at a Spirit Mirror — the game's save and fast-travel point — under Change Difficulty Level, not from the pause options. Carnage is different again: once chosen for a New Game+ run it is locked in and cannot be turned back down.
🏆 Difficulty IS a trophy here
This is the opposite of most modern action games and the single biggest thing to know before you start. True Onimusha, one of only two golds, asks you to complete the game on Carnage; Glutton for Punishment, the other, asks you to beat every Boss Rematch opponent on every difficulty. That makes two playthroughs the minimum; PowerPyx rates the platinum 6.5/10 over 60–70 hours.
🧪 Hoard your consumables
The one standing piece of first-run advice is to avoid spending consumables on the Action playthrough and keep them for Carnage. Five are worth holding back for the final boss: the Amulet of Introspection, the Stimulant, the Sun-Dried Hozuki, the Greater Defense Talisman and the Greater Might Talisman — and you can carry at most two of each, and only one Sun-Dried Hozuki.

Which chapter opens which system

  1. Chapter 2 · The Stage is Set at Kiyomizu

    The first Charm arrives — the Charm of the Healer, healing effectiveness +4% — and it is the only one of the fifteen that comes from the main story rather than from a side mission. Emma's Hall, at the Rokudo-chinnoji Temple, is where Charms are upgraded later.

  2. Chapter 4 · The Oni's Apprentice

    The Wind-Whipper, the third of the seven Oni Armaments, is handed to you automatically after the Skills demonstration at the practice grounds — no detour, nothing to find.

  3. Chapter 8 · Patching up the Pouch

    The first chance to upgrade your pouch is when you speak with Okuni during the mission Patching up the Pouch. Until then the nine Hozuki Pouches can be found but not enhanced — and Medical Marvel asks for all nine at maximum, not merely collected.

  4. Chapter 11 · What Lurks in the Shadows

    The chapter that opens the game up. Mysteries of Kyoto and Lion Dogs are not unlocked until it is done — so two of the twelve trackers here, 44 collectibles between them, simply do not exist before this point. Nothing is lost by not looking for them earlier.

  5. Chapter 13 onward · the side content unrolls

    From Bloodbath on the Bridge, the availability points start gating Mysteries and Chance Encounters behind named chapters — Bloodbath on the Bridge, A Tempest at the Temple, To Live is to Suffer, Okuni's Kabuki Dance, The Demon on the Mount, and finally In the Light of an Icy Moon, which releases the last three Chance Encounters including the one holding the ninth Hozuki Pouch.

Nothing is missable, and that should change how you play

There are zero missable trophies and zero missable collectibles, and the mechanism is simple: you can free-roam and find every collectible until the point of no return before the final mission, The Clash at Rendaino. A prompt warns you before you cross it. And the safety net goes one step further — after the credits, "Continue" in the main menu puts you back before that mission, so even finishing the story does not close the door. The practical effect is that there is no reason to sweep an area twice on the way through. Play the chapters, and clean up in one pass at the end with the map filled in.

What the reviews warn about

  • The combat is the draw, and nobody disputes it. IGN gave the series its first 10/10; Push Square, at 9/10, calls the game "an often outstanding action game that bears all the hallmarks of a modern Capcom masterpiece" and praises the "signature Capcom weightiness" of every swing and last-second deflection.
  • It starts slowly. Push Square says early skirmishes "can seem a touch too slow and methodical" and that enemy variety is thin in the opening hours — which is worth knowing if you judge it in the first two chapters.
  • The filler is the consistent complaint. VGC, at 3/5, says the campaign is "Full of filler, overlong and focussed on the wrong things", and that it did not need "the main mission artificially inflated to battle the same Mighty Morphin' Power Rangers subboss again". Push Square also flags "some filler-y side quests".
  • Bosses get reused. VGC's central criticism is that major encounters return too often through the campaign — which is visible in our own trackers, where Sasaki Ganryu, Benkei, and Ifuu and Burai each carry two separate trophies for two separate fights.
  • The open Kyoto is thin. VGC says the open-world setting lacks substance and that the game is at its best in the last act, "where things suddenly become very back-to-back huge setpieces and bosses".
  • Push Square calls the visuals "somewhat disappointing" and "muddy", which is a minority view — Metacritic has it at 90 on Switch 2, 85 on PS5 and 83 on PC and Xbox Series X|S, and OpenCritic at 94% recommending.

How long is it, really — four sources, four different answers

SourceFigureWhat it is actually measuring
PowerPyx60–70 hoursThe platinum: two full playthroughs, all 275 collectibles, plus Boss Rematch on every difficulty.
Push Square30–35 hoursOne complete first playthrough, story plus the side content it did along the way.
VGCaround 30 hours"It took me around 30 hours to see the majority of what the game has to offer" — and it says that was too long.
The development teamabout 20 hoursWhat the development team designed the game to be, not what a reviewer measured.

Cross-checked

Cross-checked on 22 September 2026 against the guides of PowerPyx, Vandal and Destructoid, the reviews of Push Square and VGC, and Wikipedia. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.
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