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Kunitsu-Gami: Path Of The Goddess Review

At first glance, Kunitsu-Gami: Path of the Goddess embodies the spinning plates metaphor, as each stage requires you to eliminate supernatural rot, rescue villagers, set traps, and fend off waves of grotesque demons—all to help a divine maiden cleanse Mt. Kafuku of a plague. The gameplay mechanics necessary to accomplish these tasks combine to create one of the most distinctive experiences in gaming this year.

In every moment of play, Kunitsu-Gami challenges your combat skills, quick thinking, and adaptability, as you must prevent the maiden from succumbing to the rot. While the enjoyment of its sword-swinging, demon-slaying action is occasionally interrupted by menial tasks, these interruptions don’t detract significantly from the overall experience. Kunitsu-Gami is a refreshing addition to Capcom’s lineup, successfully executing an engaging gameplay loop.

In this new adventure, you take on the role of Soh, a samurai warrior dedicated to protecting Yoshiro, the divine maiden. Their home, Mt. Kafuku, is under siege by the Seethe, a demonic force spreading a vile plague of “defilement” throughout the land. Soh’s mission is to guide Yoshiro through various towns and villages on the mountain, safeguarding her as she works to eliminate the defilement once and for all.

From the outset, the game showcases a rich Japanese cultural influence. The ceremonial clothing, traditional dances, and music create an immersive atmosphere, making you feel like you’re part of a Japanese folktale. Impressively, this is achieved with minimal dialogue; the characters’ actions alone draw you into the story.

However, the narrative takes a backseat to the core gameplay loop, making the overall story feel somewhat less impactful. Kunitsu-Gami prioritizes the challenge of achieving victory over delivering a compelling narrative. While this might be disappointing, the strength of the gameplay loop, along with the addictive “just one more level” feeling, quickly mitigates any letdown.

Each chapter begins with Yoshiro and Soh at one end of the stage, with a black path indicating the route to a Torii gate tainted by rot. Cleansing the gate will restore the entire area. The game features a day/night cycle that offers two intertwined gameplay modes, each with unique challenges.

During the day, you’ll explore the area, rescuing villagers trapped in rot and purging smaller pockets of defilement. Cleaning these areas rewards you with crystals, which can be used to carve a path through the rot for Yoshiro and to assign tasks to the villagers you save. Once you’ve eliminated all the defilement in an area, a shrine opens, granting you a reward.

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The initial phase of starting a stage in Kunitsu-Gami presents players with a series of stress-inducing decisions before the first attack. Crystals, being a finite resource, force you to consider whether to allocate them to villagers who provide defense or to carve a path for Yoshiro. Is there a balance where Yoshiro can reach a better-defended location than her starting point? This strategic element is both captivating and exhilarating, intensifying as day transitions to night.

When night falls, the focus shifts from strategy to hack-and-slash action as Soh and his allies confront the Seethe hordes. Their numbers swell with each wave, and a lack of solid strategy can lead to being overwhelmed. I was impressed by the variety of Seethe types, with each stage introducing new terrifying enemies, each possessing unique abilities and weaknesses. Defeating these foes yields crystals for the next daytime cycle, incentivizing you to engage with these scary creatures. Fortunately, battling these demons is enjoyable, as the constant waves of enemies deliver intense action throughout the night.

However, the Seethe can exhibit some questionable AI, disrupting the flow of combat at times. For instance, one type of Seethe is designed to attack from a distance with projectiles. Yet, in maintaining that distance, they often corner themselves, becoming stationary. Since new waves of enemies don’t spawn until the current ones are defeated, you can leave these isolated demons alone indefinitely, creating an unintended pause in the action that feels somewhat unfair.

What stands out in Kunitsu-Gami is how the nighttime battles directly reflect the outcomes of your daytime activities, highlighting any oversights in your strategy. For instance, while you might have fortified Yoshiro’s path with a protective barrier, leaving the left or right flank unguarded can lead to vulnerabilities. As multiple portals for the Seethe open in later stages, a plan that seemed balanced may only address one side. If you make a wrong decision, you can often adjust your formations on the fly or devise a new strategy in the next cycle. However, a single mistake can sometimes lead to a game-over screen, adding to the intensity of the gameplay. This instant feedback—positive or negative—creates an exciting loop that keeps you engaged and constantly strategizing for the next encounter.

While this day/night cycle forms the backbone of each stage, Capcom cleverly introduces variety to prevent monotony. One stage places Soh, Yoshiro, and the villagers on a boat navigating a river swarmed by Seethe from all directions. Another unique segment has Yoshiro possessed by a demon, rendering Soh unable to fight; in this scenario, you can only assign jobs to villagers and guide them as a small floating spirit. As Forrest Gump famously said about chocolate, you never know what you’re going to get when starting a new stage.

Many stages also culminate in a boss battle, unlocking once the primary challenge is complete. These encounters are some of the highlights of Kunitsu-Gami, offering exhilarating fights. While some bosses are larger, more powerful versions of familiar Seethe, others are entirely new creatures with distinct attack patterns that demand precise dodging, well-timed parries, and calculated strikes. Defeating these bosses rewards you with masks that grant new roles for villagers, enriching the core gameplay loop with fresh mechanics.

In addition to the core gameplay, there is a base-building element, although it feels less engaging compared to other aspects of the game. Soh can revisit previously cleansed areas and guide villagers in rebuilding parts of the land ravaged by the Seethe. These tasks unfold alongside the main story, requiring you to return to reap the rewards of your efforts.

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While the base-building mechanic in Kunitsu-Gami initially seems like an optional side quest, it has an important catch: the primary reward for completing these tasks is musubi, a crucial upgrade resource for both Soh and the villagers. This necessity transforms a potentially dull side quest into a critical one, compelling you to backtrack after every stage completion, which ultimately slows down the overall experience. Furthermore, to initiate repairs, you must complete a specific number of missions, often requiring you to replay older ones, adding to the monotony.

The concept of rebuilding is sound, but its execution hampers the pace of the game. You need to physically run to designated spots in the area to start repairs, which disrupts the flow and can feel tedious. This process could have been streamlined through a menu system, allowing for a quicker return to the action and enhancing the overall gameplay experience.

Kunitsu-Gami masterfully engages players with its intense day/night cycle, blending tower defense and RPG elements into a cohesive experience that shines more for its successes than its failures. While there are some missteps, particularly with the tedious base-building segments, the action and strategy at the core of the game compensate for these shortcomings, making it a worthwhile play.

Capcom has been on a roll lately with its established franchises, and now this success extends to a promising new IP. Kunitsu-Gami starts strong, and it seems we might be witnessing the emergence of the next great Capcom franchise.