Kunitsu-Gami: Path of the Goddess review – Capcom once again dances to its own tune, and puts on a gorgeous show

Kunitsu-Gami: Path of the Goddess is a strange beast. A game that blends tower defense with squad-based strategy and third-person combat. When I first sat down with it, I was strapping in for the long haul. But any reservations I had were quickly cast aside – Kunitsu-Gami: Path of the Goddess captures your interest with a graceful pirouette and a flourish.

The game starts at the peak of Mt. Kafuku, decorated with shrines and worshipers. All’s good until uh oh, the entire mountain is besieged and hastily corrupted by The Seethe. They defile the shrines and capture any unfortunate folks they get their hands on. You – a mysterious masked swordsman, of course – escape with the mountain’s Kagura Dancer. This dancer (who empowers your own abilities and can purify the Seethe’s corruption) is the key to taking Mt. Kafuku back. Protect her, rebuild the villages, and lead a revolt that reclaims the holy land. The stage is set.

Immidiately, the action undercuts the lofty stakes. Your main characters moves are a bit wet, a bit flaccid. They lack the punch I like to wrap my hands around in the thick of a big fight. That said, the game feel is made more palatable thanks to the units you summon. Units with specific roles, each of which can decked out with upgrades help kindle that fantasy of a general supported by a small squad of powerful allies, tactically choosing who to deploy where on the battlefield.

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