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2024-07-20 17:00:04| Engadget

Rhythm is everything in Kunitsu-Gami: Path of the Goddess. On a micro scale, the maiden Yoshiro dances through the game with graceful, measured movements, her steps cleansing the black defilement that has consumed her mountain and its people. In combat, Yoshiros protector, Soh, directs their sword in nimble arcs, landing attacks and parries based on timing and flow. On a grand scale, Kunitsu-Gami employs a soothing cadence of frenzied combat and peaceful base building. Sohs abilities grow into a powerful crescendo as they guide Yoshiro down the mountain, her body deteriorating with each encounter. Amid these crashing waves of tension and tranquility, Kunitsu-Gami also balances beauty and hellish terror with supreme skill. The slopes of Mt. Kafuku are lush, but its plants, animals and people are slathered in caustic pools of defilement, oil-slick and sticky. Yoshiro and Soh wear layers of delicate fabrics and glinting metallic jewelry, their movements mesmerizing. The demons that have taken over the mountain are vile eyeless and bulging with toxic pus, many of them armed with sharp claws and gaping maws. The creature designs in Kunitsu-Gami are body-horrific and each beast is uniquely, grotesquely gorgeous. Capcom Kunitsu-Gami finds harmony in its dichotomies. The games core loop involves a day-night cycle: During the day, players carve a path for Yoshiro to cleanse a settlement, meanwhile collecting crystals, repairing defenses and freeing villagers from cocoons of defilement. At night, creatures called Seethe pour out of the Torii gates, and Soh must defend Yoshiro with the help of the rescued villagers. Protecting Yoshiro and completing her ritual reverts each region to its pre-defilement form, creating a base where Soh can upgrade their units and abilities. The game blends real-time combat with tower-defense mechanics, and all of it takes place in a zoomed-out third-person view with a fully adjustable camera anchored to Sohs body. Its an effective approach, inviting players to mess around with perspective and investigate every detour in the environment, purging defilement as they go. There are 17 bases to cleanse on the mountain plus 10 boss stages. Defeating a big bad in a challenge stage unlocks a new warrior type for Soh to deploy, including healer, sorcerer, ninja, spearman, cannoneer, marksman, and an aesthetic that can slow down enemies. As night falls on a base battle, the game's music grows louder and more discordant, signaling the imminent Seethe invasion. Players assign roles to villagers using the crystals theyve collected during the day, and then place their fighters around Yoshiro on the map. Each battle involves a different number of units there are even fights that Soh has to complete on their own, and others where theyre incapacitated, leaving combat to the villagers entirely. The variety built into these encounters is refreshing. Combat requires preparation and constant attention, as the Seethe attack Yoshiro from multiple sides with a variety of moves, including aerial slashes, suicide bombs and bulbous projectiles that explode in toxic pools. Its often essential to reposition units mid-battle, and thankfully, time freezes during these tactical moments. Capcom Soh mainly attacks with their sword in a smooth, rhythmic form that feels fantastic to control. Attacks are simple on the DualSense, its square for smaller strikes and triangle for a large hit. Pressing square before triangle lines up elaborate sequences where Soh twists and swings their body before landing a series of big blows, and their positioning is completely controllable the entire time. This makes combat feel like one elongated dance, the input perfectly predicting Sohs on-screen movements. Sohs abilities evolve steadily with every victory and base repair, eventually adding a ranged bow, an extra form of swordplay, stronger attacks, multiple special moves and other upgrades to their kit. Mandatory boss levels appear after some settlements are successfully cleansed, offering massive fights against gloriously gross creatures. I had to replay most of these bosses at least once, adjusting my unit types and positions according to each demons unique attack style and vulnerabilities. The enemies are all giant and covered in intricate, iridescent designs, but theyre otherwise distinct: Theres a skittering centipede that rushes in for rapid hits, a literal cherry tree with stabbing tentacle roots, a vicious floating sorcerer orbited by a ring of rocky spikes, and a juicy larval beast that moves like a petulant toddler and spews lethal sludge. That last one is called Notsugo and its my favorite because its so disgustingly adorable. Capcom After a fight in a settlement or boss stage, theres time to take a breath and fix up some bases. The bases trail down the side of Mt. Kafuku in the stage-selection screen following a successful purge once the defilement is cleared from a settlement, players still have to make it habitable by assigning villagers to fix broken buildings and platforms. Repairs take a few in-game days to complete and they unlock extra resources. Its easy, tranquil work. This mechanic provides a soft place to land after a big battle, where players can strategize, upgrade their skills, pet a Shiba Inu or let a deer scream at them. I recommend repairing bases as quickly and thoroughly as possible: Not only does this net necessary resources at the proper pace, but it prevents an uncomfortable base-repair backlog from forming. By mid-game, I generally had three or four bases on the go at all times, and that was with immediate, maxed-out repairs. The bases are also home to some of the most beautiful aspects of the game. Yoshiro sets up a tent in each base where players manage upgrades, and it also contains plates to share food with her. The dessert menu fills up first, offering a variety of mochi treats and crystalline sweets in a fabulous photorealistic viewing mode. I dont know what it is, but I could stare at hyper-detailed video game food all day. Kunitsu-Gami understands this urge and caters to it.


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