Kunitsu-Gami is the kind of wonderful, left-field Capcom release we don’t see often these days. Bound to be a cult classic in the future, Path of the Goddess is original and does not lean on any of Capcom’s established properties. Instead, it relies on an admittedly difficult-to-explain but well-executed gameplay loop that I found hard to put down with an art style that is equally challenging to look away from.
Players take on the role of Soh, a masked swordsperson bound to protect the divine maiden Yoshiro as she slowly dances along the path of Mt. Kafuku to purge and cleanse it from invading demons. During the day, Yoshiro moves through a level while you explore to find experience points and villagers who can be assigned a job to help protect the maiden during the night as demons pour out from gates in all directions. The loop is intense and engaging as you rush through the levels during daylight to prepare and fight the demons under the moon.
Kunitsu-Gami is undeniably original, but it is not without its inspirations. If I had to assign it a genre, I would say tower defense with a heavy dose of Pikmin, but I spent plenty of time executing combos with my sword, strategically placing troops before and during combat, and even restoring each village I saved between the action-focused levels. Kunitsu-Gami never overstays its welcome or spends too much time making you repeat yourself.
The moment I got the hang of the basics, I encountered a boss who made me re-evaluate my strategies, or I was forced to play out a scenario while making my way across a lake on a series of boats. I was impressed by how Kunitsu-Gami never let me get too comfortable and forced me to try new strategies in new settings in ways that were exciting instead of frustrating. There are even levels where all you can do is direct your villagers with no opportunity to fight yourself, and even those were thrilling and fun.
New Game Plus options and harder difficulties will undoubtedly test your resolve, but I appreciate that the strategy and action never got too complicated or difficult. Nothing frustrates me more in comparable genres than when I spend hours preparing for an encounter, only for it to fall apart at the end and force an extended restart. I certainly had to replay certain attempts, but I never felt fully cheated, and thankfully, no level is so long that a restart became a consistent nuisance.
Between the Yoshiro protection levels and boss fights, you return to rescued villages and assign villagers to fix up their demon-destructed homes. Restoring villages rewards experience and other goodies that can be used to upgrade Soh and the various villager classes. That simple loop frequently made me stay up late. The quiet period between action sequences serves to excite you to try out new upgrades and is perfect at setting you up for one more try – I always fell victim to it.
Kunitsu-Gami’s story is light but effective, with every moment delivered through simple choreography free of dialogue. I was more invested in the upgrade loop than the story and felt it ended without an emotionally satisfying conclusion, but I enjoyed making my way along the path of Mt. Kafuku. Time will tell if Capcom pushes Kunitsu-Gami along the same track as games like Monster Hunter or Resident Evil, but I would be perfectly happy for it to forever exist as an excellent standalone experiment that delivered satisfying results.
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