Kunitsu-Gami: Path of the Goddess review – a heavenly blend of tactical action

Cleansing the land of an ancient evil, purging its demon spawn in a flurry of Japanese artistry, and watching new life spring forth as nature returns to peace and harmony… Nope, I’m not talking about the brilliant inkwash battles of Okami, but the demon-slaying kagura dances of Kunitsu-Gami: Path of the Goddess. It is, in fairness, a connection that Capcom has increasingly leaned into in the run-up to Kunitsu-Gami’s release. If the shared themes and free Amaterasu and Waka costumes for its deuteragonists Soh and Yoshiro weren’t a sign that, yes, this is likely as close as we’re ever going to get to a pseudo-spiritual successor to Clover Studio’s 2006 romp through Japanese folklore, then the option to substitute Kunitsu-Gami’s musical score for remixed Okami tracks surely seals the deal.

But to say Kunitsu-Gami is simply a sheep in this particular white and red wolf’s clothing would also be doing it a great disservice. For underneath all the Ammy nostalgia, this is a finely crafted action strategy game that has both the brains and brawn to stand on its own, marrying fast and visually hypnotic swordplay combos with the cerebral plotting of quick-witted tower defence. Of course, this being Capcom, these towers aren’t static objects to slap down and hope for the best. They’re fellow villagers you can move about the battlefield and assign different roles and classes to in order to help you combat the waves of yokai monsters that pour out of torii gate portals every time the sun goes down. As Soh, your goal is to protect and escort the priestess Yoshiro toward these torii gates so she can banish their corrupting influence for good, though with the risk of defeat ratcheting up the closer you get to victory, you’ll need to do plenty of thinking on your feet to help win the day.

The expert pacing of Kunitsu-Gami is arguably what binds it altogether. Thanks to the inherent ticking clock of its day-night cycle (beautifully portrayed as a reflection of the sun arcing round a bowl of water), each individual level rarely exceeds 10-15 minutes in length. These bursts of concentrated action make your days feel tense and urgent as you make your preparations, but sharp and punchy when nightfall comes and you battle the menacing Seethe monsters. Combat isn’t simply about living to see a new dawn either. With every Seethe defeated, you’ll collect crystals that can be ploughed back into assigning your villagers new roles if you need to switch up your strategy, as well as carving a path for Yoshiro so she can shimmy up to the big torii gate at the end of level to perform her cleansing ritual.

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