Introduction:
Capcom’s catalog over the years hasn’t exactly tickled my fancy in terms of new original releases. While I’ve highly appreciated the compiled collections of the Mega Man and Ace Attorney franchises, the emphasis on Monster Hunter, Street Fighter, and Resident Evil, above all else, has largely turned me off.
So, the announcement of Kunitsu-Gami: Path of the Goddess caught me off guard. This unique action strategy adventure seemed entirely unlike anything the developer launched recently, reminding me of the likes of Okami, at least regarding the presentation. And having had the opportunity to play Kunitsu-Gami myself, I found it to be a refreshing experience, contrasting the more heavy time-commitment-based releases of this generation.
World and Story Overview:
Kunitsu-Gami follows the protagonist, Soh, on a quest to protect the mountain maiden, Yoshiro, as she purifies the land against the otherworldly monstrosities known as the Seethe. It’s a simple, omnipresent goal communicated with sparse dialogue, leaving the rest of the journey wordless. This continuous task requires Soh and Yoshiro to team up with villagers scattered throughout checkpoints on the mountain, where time management during day and night is vital.
Above all else, Kunitsu-Gami pursues its gameplay, and it shines because of it. This avenue can be divided into three general categories, with the first being day preparation. When visiting a new village locale, you must carve a path for Yoshiro to gradually dance as she moves, eventually leading to the Torii Gates that result in innate purification. The conclusion of this purification ritual signals the completion of the stage, though most later areas have multiple Torri Gates per level.
Daytime Preparation:
The beginnings of how you approach these stages largely shape how the rest of them will go since there’s quite a bit you have to do to get a leg up on the Seethe in a limited time before nightfall. For one, several trapped villagers are scattered around the area, and saving them with Soh recruits them to your cause. Every villager on your side can then be outfitted into one of several roles achieved by spending accrued currency. While performing this collective feat, you can also send the rescued villagers to free obstructed pathways, leading to pockets of concentrated defilement.
If you can free each localized spot of defilement, you gain more currency used to guide Yoshiro’s dance to the Torri Gate and increased leeway for altering a villager’s role should you deem it necessary. Plus, a special equippable prize is granted. Moreover, a non-combat-affiliated repairman can be directed to build specified tools to impede the incoming Seethe.
As overwhelming as the day’s tasks seem, they’re genuinely self-explanatory and swift to enact, building an encompassed sense of accomplishment that doesn’t feel lesser due to the simplicity of it all. And thankfully, if you find yourself done with the necessary tasks during the day, you can fast-forward time at your leisure, quickening Yoshiro’s dancing and the arrival of nighttime.
Nighttime Combat:
Nighttime is the second phase of the gameplay formula here, and it’s also relatively intuitive. Seethe pour out of the Torri Gate, with multiple gates sometimes being present in later stages, and you have to either eliminate the Seethe or survive until daytime initiates. A core component of contending with the Seethe adequately is rooted in the utilization of the rescued villagers, with you able to direct them wherever you like.
Further, the assigned villager roles are crucial in their behaviors, such as Archers being ideal for sniping distant and flying foes from afar and Sumo Wrestlers being excellent magnetized tanks. Healer and supportive roles are present, too, so there’s plenty to peruse and digest, especially as you progress and gain access to more types. This collective process is loosely akin to Pikmin, instilling that familiar sensation of command-based fulfillment.
Interestingly, though, this omniscient strategy incorporation is not all that’s present here since Soh is capable of full-on action combat to combat the Seethe himself. While having an expectedly compact move list, Soh’s combative maneuvers embody a phenomenon known as sword dancing —meaning his attacks weave together seamlessly rhythmically. Each action is immensely satisfying to pull off, especially for someone like me who vastly prefers speed in his action games.
It’s also worth noting that Soh’s few combos, dictated by precise button combinations, each have evident vicinity benefits, further elucidating their respective potentialities. For example, one combo is ideal for sweeping nearby groups of foes, while another is best for combatting singular targets. The additions of a dash and guard amplify the unexpected authenticity of the action implementations here, seeing as I was expecting more of a strategy experience.
Visuals and Soundtrack:
To be entirely candid, as minor as the action gameplay here ultimately is, the smooth swiftness makes this the most enjoyable Capcom action game I’ve ever played. The rhythmic freedom is unmatched, never growing even remotely dull. While doubtful, I would love a fully-fledged action title with this combat blueprint as its basis.
There’s an impressive number of enemy types for such a brief playtime here, too. When considering the distinct stage types and other minor mechanics that differentiate each area from the others, the battles against the Seethe are always thrilling. The sense of reward is also unrivaled, thanks to the aforementioned rewards obtained from complete purification alongside optional objectives encouraging replayability.
The rhythmic combat system in Kunitsu-Gami is immensely satisfying, making it one of Capcom’s standout action titles.
The sole blemish on this otherwise pristine gameplay loop is that while you can fast-forward during the day to your liking, some Seethe combat encounters last far too long. Not feeling like genuine difficulty and instead a padded-out encounter, some Seethe confrontations feel more like needless time sinks, accentuated in circumstances where Yoshiro takes longer than usual to dance to the Torri Gates. Sadly, this disappointment makes the prospect of replaying stages for their optional missions not a constantly inviting one.
On the other hand, the boss battles are much more inviting to replay. Separate from the typical stages, these boss arenas solely contain Soh, Yoshiro, and (mostly) a select number of villagers to combat a particularly threatening entity; the day preparation is entirely absent. Summatively, every boss battle is well-designed with fair telegraphs and behaviors that necessitate actual thought about your assigned villager roles. None stand out for blind irritation, and Soh’s satisfying combat movement makes matters even more enjoyable. Bosses also have optional missions, so there’s sufficient reason to learn their ins and outs.
The final element of the general gameplay loop occurs beyond the purifying stages and boss battles. Once you gain access to an area housing a Torri Gate, it becomes a new base where several tasks are possible. For one, you can assign villagers to repair obstructed paths or rebuild landmarks, culminating in bonus rewards. More significant is the tent Yoshiro stays in, which is where crucial decisions are made. Here, you can upgrade the villager roles with new abilities, equip Soh with new gear, and even unlock new abilities for him in the later hours.
Kunitsu-Gami: Path of the Goddess offers a refreshing experience with its unique blend of action and strategy.
Further, you gain access to innumerable bases as you progress, and you must complete stages to pass the in-game time for repairs to finalize. This continual process is there to keep you busy between the stages, but it’s so forgettable and superficial that I would’ve preferred an altered approach. You, without exaggeration, simply select an area for villagers to rebuild, and that’s it. The most implemented thought that comes to mind is the scenarios where you have to wander around to gather building materials, which takes maybe two to three minutes at most. I’m unsure why this functionality is even here.
While the base rebuilding tasks aren’t necessarily a hassle, they give the vibe of being there just for the sake of it, instilling a hollow sense of fulfillment. In contrast to the previous two general gameplay phases, this third one falls short by a decent number of notches. On the other hand, the new game plus features will keep dedicated players busy in a more respectable way, with new rewards to earn.
Despite its share of gameplay stumbles, Kunitsu-Gami: Path of the Goddess is a welcome new action-strategy title from Capcom full of an identity all its own that I hope to see more of in the developer’s future. The addictive stage and combat design are well-crafted, with player choice at the core of success. Plus, the gorgeous visuals and soundtrack shine with memorable distinction. Even if you find yourself packed with newer releases this year, Kunitsu-Gami: Path of the Goddess is still worth consideration since its relatively brief time still leaves a discernable impact.
Kunitsu-Gami: Path of the Goddess (PS5)
I had no idea what to expect from Kunitsu-Gami: Path of the Goddess, but it will undeniably be another hit under Capcom's growing catalog of critically acclaimed successes. On a personal level, this title echoes some portion of the developer's past that I've missed dearly, and sincerely hope it sticks around and grows. The gameplay shortcomings here may fail at encourgaing the incentivized repaly value enough, but they don't detract from the quality present here.
The Good
- Strong Strategy Design - The multitude of choices regarding villager combat roles and their geographical location makes each of your decisions significant for achieving success.
- Standout Combat Feel - Soh's sword dancing instills a lovely sense of rhythm and freedom that makes every encounter a thrill to varying extents.
- Impressive Stage Design and Enemy Types - Despite the game's brief length, the number of enemy types and the avenues of stage design are impressive, ensuring that they at least remain remotely compelling.
The Bad
- Weak Gameplay Phase - The third gameplay phase comprised of base rebuilding is so mindless and unfulfilling that, despite its rewards, never actually feels worthwhile in terms of accomplishment.
- Lengthy Combat Encounters - When battling the Seethe at night, some encounters can take much too long; this isn't an issue of difficulty. You can easily find a comfortable pace and simply play a waiting game for enemies to stop spawning or day to arrive.