Character Craft Watches

GARRACK Uses Raden in Three Onimusha Watches

GARRACK is bringing three Onimusha mechanical watches to Japan in late November 2026, using traditional dial decoration to turn Capcom character themes into wearable pieces rather than simple printed tie-ins. Each model draws from a different protagonist in the long-running action series, so the range treats the collaboration as three separate designs instead of one shared look. The watches are made in Japan.

Raden, an iridescent mother-of-pearl inlay, and Kanazawa foil shape the dials, giving each watch layered texture and light play that printed graphics cannot match. All three pieces use Japanese-made automatic mechanical movements, are assembled in Japan and receive hand finishing from artisans. Raden and Kanazawa foil move the watches closer to jewelry-style craft, giving licensed-watch buyers a reason to weigh materials and finishing alongside the game connection.

Image Credit: GARRACK

Artisanal Fan Luxury
Licensed collectibles are gaining premium appeal as heritage craft techniques transform fandom products into materially distinctive design objects.
Character-based Micro-collections
Segmenting collaborations by individual protagonists creates richer personalization pathways and supports more nuanced product storytelling than single-theme merchandise.
Craft-enhanced Gaming Goods
Traditional materials such as Raden and foil introduce tactile rarity to gaming merchandise, expanding crossover potential between entertainment IP and fine craftsmanship.

Sectors Adopting This

Luxury Watches
Mechanical watchmakers can differentiate licensed editions through hand finishing and culturally specific decorative methods that elevate perceived value.
Video Game Merchandise
Game-related products are moving beyond logo placement as premium materials and artisan production create collectible formats for adult fans.
Japanese Craft Goods
Regional techniques like Kanazawa foil and mother-of-pearl inlay can access new global audiences through collaborations with recognizable entertainment franchises.
SCORE
3.9 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 8%
Activity 8%
Freshness 100%