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Kunitsu-Gami: Path of the Goddess

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Kunitsu-Gami: Path of the Goddess

Jul 19, 2024

Main game

3.89 average rating based on 80 ratings

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Fend off foul creatures and lead the Spirit Stone Maiden on her path. Kunitsu-Gami: Path of the Goddess is a brand new title which upholds Capcom's legacy of original and innovative works. This labor of love follows in the tradition of truly unique titles such as Okami and Shinsekai – Into The Depths. Explore an incredible world in which traditional Japanese aesthetics are brought to stunning life by the power of RE Engine. Enjoy a unique gameplay experience blending action and strategy. Witness an epic clash between the spirit realm and mortal man.
Release Dates
Jul 19, 2024 Full Release (Worldwide)
PC (Microsoft Windows), PlayStation 4, PlayStation 5, Xbox Series X|S
Jul 19, 2024 (North_America)
Xbox One
Jun 05, 2025 Full Release (Worldwide)
Nintendo Switch 2
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User Stats
247
In Collection
87
Wish Listed
11
Playing
71
Backlogged
How Long Is Kunitsu-Gami: Path of the Goddess?
Main story: 21.5 hours
Main + extras: 31.0 hours
100% completion: 37.6 hours
Total completions: 17
Related Content
KyushuTrail
KyushuTrail gave Aug 4, 2024
KyushuTrail gave Aug 4, 2024
My personal GOTY!

This game with its mix of action, tower defense and base building clicked with me. I was excited to play every time I loaded it up. The gameplay loop of preparing for battle during the day, fighting enemies at night while protecting the shrine maiden, and repairing the base after each level was a perfect balance of tension, excitement, strategy, and chill. Boss fights were super fun. The different villager roles and upgrades were great. The variety of enemies was good. The curveballs levels throw at you keep you on your toes and subvert expectations. The art style and music - excellent. All these things make for a perfect game.

BMO
BMO gave Aug 22, 2024 (edited)
BMO gave Aug 22, 2024 (edited)
Dance away the defilement
This review is for the PC (Microsoft Windows) version

Title screen for Kunitsu-Gami: Path of the Goddess. A large Tori gate is centre frame. To the left is the title of hte game in Kanji and English, to the right is a selection of options (from top to bottom: Walk the Path, Options, Extras, Credits, Exit). In the distance is a Japanese Shinto temple. In the foreground standing under the Tori gate are two people, a deer and a dog. One of the two people is a woman dressed in traditional garb worn by Shinto shamans. The other is a warrior weilding a sword.

My journey ends and I feel a bit melancholic. Sometimes games make for a significant enough experience that I feel a slight emptiness after completing them, an absence that is difficult to fill and leaves me wistful. It's always at that point that I find it very hard to find something to fill that absence because nothing quite compares to the power of a fond experience that lingers on the mind. It's not a wholly unpleasant feeling, and in fact the space that lingers after such a game is done is often filled with warm memories and little smiles. But it's not without its heartache over leaving the experience behind, the ephemera of the first time you play a game something that can never be recaptured.

On the right in the foreground is the main character, a warrior wielding a katana, facing right. Behind them is a series of about 9-10 mages wielding Japanese paper fans. In the background, out of focus, is a pull cart. Behind that is a Tori gate with shimmering white, blue and pink light, like a pool of water, extruding from between it's pillars.

Kunitsu-Gami: Path of the Goddess feels like something that will leave a lasting mark, a beautifully haunting experience that pulls from the tradition of Kagura, a form of Shinto ritual dance, to construct something that truly is like no other game I've played. While it's true that it pulls from other genres, strategy, tower-defence, isometric hack n' slash, Kunitsu-Gami treats the player to a form of performance that merges dance with interactivity. Dance permeates …

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Title screen for Kunitsu-Gami: Path of the Goddess. A large Tori gate is centre frame. To the left is the title of hte game in Kanji and English, to the right is a selection of options (from top to bottom: Walk the Path, Options, Extras, Credits, Exit). In the distance is a Japanese Shinto temple. In the foreground standing under the Tori gate are two people, a deer and a dog. One of the two people is a woman dressed in traditional garb worn by Shinto shamans. The other is a warrior weilding a sword.

My journey ends and I feel a bit melancholic. Sometimes games make for a significant enough experience that I feel a slight emptiness after completing them, an absence that is difficult to fill and leaves me wistful. It's always at that point that I find it very hard to find something to fill that absence because nothing quite compares to the power of a fond experience that lingers on the mind. It's not a wholly unpleasant feeling, and in fact the space that lingers after such a game is done is often filled with warm memories and little smiles. But it's not without its heartache over leaving the experience behind, the ephemera of the first time you play a game something that can never be recaptured.

On the right in the foreground is the main character, a warrior wielding a katana, facing right. Behind them is a series of about 9-10 mages wielding Japanese paper fans. In the background, out of focus, is a pull cart. Behind that is a Tori gate with shimmering white, blue and pink light, like a pool of water, extruding from between it's pillars.

Kunitsu-Gami: Path of the Goddess feels like something that will leave a lasting mark, a beautifully haunting experience that pulls from the tradition of Kagura, a form of Shinto ritual dance, to construct something that truly is like no other game I've played. While it's true that it pulls from other genres, strategy, tower-defence, isometric hack n' slash, Kunitsu-Gami treats the player to a form of performance that merges dance with interactivity. Dance permeates every aspect of the game. The maiden's trance-like processional, Soh's Oka and Shinden dance attacks, the villagers' fluid movements that prepare for the approaching Seethe, and the way that the maiden, Soh and the villagers dance to purge each village of defilement are all a means to translate Kagura into play. The protagonist Soh stands on the left, facing right, pointing a katana to the right. To the right, several seethe, Kunitsu-Gami's enemies, are exiting a Tori gate portal. The portal looks like a giant disfigured human whose chest is the gate itself. It's chest is ripped open revealing a portal to another unknow space.

While I enjoy a wide range of artistic forms of expression, I’m particularly fond of the performative arts, and especially dance. There is a particular affecting quality of dance that moves me in ways that I find profound. As a result, I’ve always found it fascinating when game studios attempt to translate performance-based expression like dance into gameplay. It’s a difficult project. Bound is probably one that comes to most people’s mind when thinking about the intersection of dance as performativity with gameplay. I’m quite fond of Bound for its attempt, even if it’s sometimes less than perfectly executed.

Perhaps a valid question is “can any form of dance perfectly map to video game action?” The answer is likely not straightforward, nor do I think that a perfect mapping is really an important criterion for judging games that adapt forms of performativity. As such, I’m not here to argue that Kunitsu-Gami is a perfect translation of dance as performance to dance as interaction within the confines of a video game. I am willing to argue that there are three key elements that contribute to, or inform, Capcom’s success with Kunitsu-Gami:

  • Kunitsu-Gami’s representation of dance is directly modelled on a real form of Shinto ritual dance procession in Japan, Kagura.
  • Both dance and certain forms of ritual combat forms share commonalities as performance.
  • Kunitsu-Gami leans on an existing discourse that compares action combat, especially boss fights with well defined patterns, with dance which predisposes games to think of complex combat routines and learning of patterns as a form of “dance.”

The maiden, Yoshiro, dancing and surrounded by a circle of pink light and butterflies. Behind her to the right is a large red Tori gate and a forest in the distance

Kagura

Kunitsu-Gami fascinates me because it is quite literally an adaptation of the Shinto processional ritual, Kagura. To (shamefully) borrow from Wikipedia as a shortcut method to share some general information:

Kagura (神楽(かぐら), "god-entertainment") is a type of Shinto ritual ceremonial dance. The term is a contraction of the phrase kami no kura ("seat of god"), indicating the presence of gods (kami) in the practice.

One major function of kagura is chinkon (purifying and shaking the spirit), involving a procession-trance process. Usually a female shaman will perform the dance and obtain the oracle from the god—in the setting, the dancer herself turns into the god during the performance.[1] Once strictly a ceremonial art derived from kamigakari (神懸, "oracular divinification"), kagura has evolved in many directions over the span of more than a millennium. Today, it is very much a living tradition, with rituals tied to the rhythms of the agricultural calendar.

Kunitsu-Gami does a remarkable job reproducing Kagura, providing a setup wherein the primary focus of the game’s day cycle is that of the procession. You (Soh) carve a spirit path that the shaman (Yorshiro) then performs her dance procession. Once night falls, Yorshiro begins a trance like dance on her spot. Both the daytime procession and the nighttime dance are directly modeled on the dance of the shaman during ritual Kagura:

Leaning back on Wikipedia again, there are two forms of dance in Kagura, mai, and odori:

Mai consists of slow circular movement, stressing quiet and elegance, while odori consists of quick leaping and jumping, stressing activation and energy. The two types can be understood as two phases of kagura: mai is a preparation process for trance and odori is the unconscious trance stage.

During mai, the female shaman, surrounded by a group of priests, holds a gohei (a ceremonial wand used to cleanse or purify) as well as sound-producing instruments and engages with circling movement to summon deities. Once the female shaman enters a possessed state, she switches into the spontaneous leaping movements of odori.

Although the devs take some minor liberties with the two stages, it seems that they have attempted to match mai to the game’s day cycle, and odori to the night cycle. Yorshiro’s procession is slow, with a circular movement as she gradually moves toward her goal. The various villagers that Soh rescues in each day also enact a dance along with Yorshiro, particularly as the day cycle gives way to night, representing priests that accompany the shaman in the traditional Kagura. When the night cycle begins, Yoshiro begins a more trance-like dance on her fixed spot. The one aspect that is not typically performed by Yoshiro in-game is the energetic leaps that represents a possessed state.

This is likely for a few key reasons: the object of the game is to protect Yorshiro from defilement, so possession is mechanically being thwarted by the player; there are key stages when Yorshiro is possessed and she does begin to flail about to a greater degree; and I think it was the goal of the devs to displace the action of odori onto Soh whose combat movements are the stand in for the “quick leaping and jumping, stressing activation and energy. While introduces some changes to the dev’s adaptation of Kagura, there is a compelling argument that can be made that Soh is actually a spiritual extension of Yoshiro, and thus both Yoshiro and Soh’s actions combine to represent those of the traditional shaman.

The result is a wonderful attempt to take a Japanese spiritual practice and to represent it in a combined strategy and action-based game with a great deal of respect and reverence. The beauty, rhythm and performative expression of the dance is manifested in a context that literalizes the idea that the Kagura cleanses defilement from the bodies, minds and spaces of the people of The Mountain.

Soh on the far left pointing a katana at the right side of the frame toward a giant humanoid seethe with only a mouth and large extended tongue for a face. The seethe is swiping it's left arm toward Soh.

Combat as dance / dance as combat

A second aspect that makes Kunitsu-Gami a compelling translation from dance to gameplay is arguably due to the close connection between traditional forms of dance with traditional forms of martial arts. While I cannot claim I know that Capcom’s devs were directly mapping their combat onto Shinto practices other than Kagura, Tenshin Shōden Katori Shintō-ryū is a form of Shinto martial arts that involves several combat styles such as Kenjutsu (swordsmanship) and Sōjutsu (spearmanship). While there are considerably more roles in the game than those two, and some that don’t map directly onto the weapon forms in Tenshin Shōden Katori Shintō-ryū , it does potentially indicate a dotted line that Capcom established to the martial arts form. It also maps well onto the player character, Soh, who wields a sword, for the purposes of this discussion.

A common form of martial arts expression in Japan is the kata, and katas are part of Tenshin Shōden Katori Shintō-ryū. Katas are a predefined set of movements that illustrate combat stances and movements. They have often been referred to as a form of martial arts dance, and that the underpinning of martial arts is so keyed to stances and movements that it’s hard to argue they are not a form of dance. Katas are very much a form of performative expression that allows us to frame an understanding of Soh’s movements. All of Soh’s skills and combat styles are rooted in stance and movement, and the following video does a great job illustrating that fact:

As noted in the video, several of Soh’s actual combat are specifically labled dances in a direct acknowledgement of combat as dance. They evoke the stance and movement of katas and highlight a connection between the dance forms of something like Tenshin Shōden Katori Shintō-ryū and the ritual dance of Kagura.  

Soh wielding a burning katana, surrounded by a cyclone of fire. In the fire another figure can be seen, a larger mirror image of Soh in iridescent armour

Boss fights as dance

Spend enough time around games and you’ve probably heard them call a boss fight a dance. Or more specifically, that they need to learn the dance of a particular difficult boss. Linguistically, the term dance has come to mean the patterns and movements executed by either the player or an enemy, patterns and movements that are so well defined that they can be learned and interacted with as if learning to dance with a partner.

This predisposition of thinking of complex fight sequences as dances means Kunitsu-Gami has a shortcut path to being appreciated for it’s attempt to bring representations of dance and performance to key game mechanics. If a boss fight is already a dance in the mind of the player, it’s not a stretch to then to think that players would be receptive to the adaptation of dance from real performative styles (Kagura, katas) to mechanical gameplay elements. If we are already primed to dance with a boss, why not dance throughout the whole level.

Whether consciously or not, Kunitsu-Gami’s devs lean on the fact that players might already be receptive to the idea of game play as dance to successfully engage players with dance from start to finish throughout their entire game. Although it probably wasn’t without risks, I think that some elements of video game culture are potentially primed to accept dance as an element Is already part of the games they love, and that contributed to the fact that Kunitsu-Gami is as compelling as it turned out to be.

A white and red fabric tent with a flat top, it's front curtains draped open revealing an ornate red cart. Yoshiro, the shaman, sits upon the cart in her full Shinto garb. Two lanterns sit astride the tent, out of focus, and snow rests upon the ground

I rarely have one favourite game in a given year, rarely does anything make such a mark on me that it stands head-and-shoulders above everything else I’ve played in a given year. But I already feel a huge absence in my heart because I am no longer participating in Kunitsu-Gami’s dance. I know I could keep replaying it, but that only postpone that eventual longing that I will feel when I do put it down.

It is bold attempt to take something that ostensibly is not video game material and turn it into a game, but to do so and create what I think is successfully one of the most powerful games I’ve played in some time is astounding. It is a game tells an almost purely mechanical story, one that leans on a strong sense of mechanical design to turn dance and performativity into a deeply affecting interactive experience.

Three paper lanterns on stands. On the right, the closest lantern is in sharp focus. In the middle frame and middle ground a second lantern is slightly out of focus. On the left in the background, a the third lantern is deeply out of focus. The background is a snowy evergreen forest

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BadBoyBule
BadBoyBule gave Aug 1, 2024
BadBoyBule gave Aug 1, 2024
An engrossing experiment from Capcom

In this day and age where nostalgia rules all, it is nice to see a game from a big studio that isn't

  • a sequel,
  • a reboot,
  • a remake or
  • a remaster.

Even moreso if the the game does something new and unique and doesn't grasp for the widest possible demographic but settles for a well-established niche. Kunitsu-Gami: Path of the Goddess is such a game, and a good game in general too.

In Kunitsu-Gami, your task is to guide shrine maiden Yoshiro on her destined journey. The mountain has been defiled and it's the maiden's task to purify it. Because of the defiling, the mountain is also overrun by demons and it's your task to pave the path and keep the demons away from the maiden. This is a task for Soh, a guardian of the maiden, whom you will be playing as. Demons come out at night so daytime is time for preparing and travelling to purification hotspots and night time is when the battles happen.

The preimise easily leads to a tower-defence-like gameplay where you command troops to protect the maiden. However Kunitsu-Gami gives it an interesting spin: the game throws hack-and-slash action in the mix. You can …

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In this day and age where nostalgia rules all, it is nice to see a game from a big studio that isn't

  • a sequel,
  • a reboot,
  • a remake or
  • a remaster.

Even moreso if the the game does something new and unique and doesn't grasp for the widest possible demographic but settles for a well-established niche. Kunitsu-Gami: Path of the Goddess is such a game, and a good game in general too.

In Kunitsu-Gami, your task is to guide shrine maiden Yoshiro on her destined journey. The mountain has been defiled and it's the maiden's task to purify it. Because of the defiling, the mountain is also overrun by demons and it's your task to pave the path and keep the demons away from the maiden. This is a task for Soh, a guardian of the maiden, whom you will be playing as. Demons come out at night so daytime is time for preparing and travelling to purification hotspots and night time is when the battles happen.

The preimise easily leads to a tower-defence-like gameplay where you command troops to protect the maiden. However Kunitsu-Gami gives it an interesting spin: the game throws hack-and-slash action in the mix. You can control Soh directly and take part in the battles.

During daytime, Soh can scout the environment, order repairs/deconstruction of obstacles, look for villagers to save, gather crystals used for assigning roles to people and paving the path for Yoshiro as well as help poor animals afflicted with defilement.

During night time, Soh can fight the enemies by light and heavy attacks, slowly recharging ults, dodges and guards. The usual. The combat mechanics are pretty simple at first but they get more intricate options later on. Some of the mechanics feel really finicky though (parries and counter attacks namely) but overall the combat works fine. Of course, in addition to close combat, Soh can position the villagers by hand or generally order them to attack or defend. This also works rather well but there are a few annoyances to this strategy gameplay. The first one is that you can not move the camera freely to order people to go to the other side of the map, for example. The second annoyance is that a super useful skill to assemble all villagers to a place of your liking can be unlocked after several hours of gameplay.

There's two kinds of levels: bosses and villages. Bosses are what the name implies: just a bossfight where you attack the boss and keep the maiden safe. These are mainly really flashy and cool with only a few clunkers in the mix. The gameplay loop that was described in the previous paragraph takes place in villages. After purifying a village, you can then put the people you saved rebuild it for rewards. The most important rewards are talismans which you can equip for passive buffs as well as upgrade points (called musubi in this game). These let you upgrade the roles you can assign to people you save during battles. Whilst the buffs from the talismans seem pretty minimal, the upgrades to roles make a huge difference. Other rewards you can get from the village reparations are collectibles like wooden plaques and confections you can give to the maiden. These are purely collectibles from what I understand but I enjoyed reading about the confections and their history.

Presentation-wise, Kunitsu-Gami is really impressive in the right ways – it has its own distinct identity. Whilst the graphics are not on the level of AAA games, the game has style and vision in spades to cover for it. All the character and enemy desings are immaculate. There's good use of colour. The atmosphere is good. Instead of dialog, the game has lots of dancing (yes, you read that right). The music is great and ranges from soothing, beautiful piano music to unnerving drumming and chanting all the way to heavy metal inspired boss music. Even the storytelling takes a pretty different approach from most games: there is very little told but you will slowly learn as you go what the consequence of your progress is.

After 20 hours or so, I beat the game and was left satisfied. It was a good game and a good length for the game. If it wasn't for Gamepass, I probably wouldn't have tried this game, so call me part of the problem why smaller games from big studios are rare. After playing it, I'm glad I did. Here's hoping more bigger studios experiment like this in the future.

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Vakil
Vakil gave May 14, 2025
Vakil gave May 14, 2025
Everyone should play this game

Mainly because it's a shame that it didn't do very well. It combines a couple of genres in unique ways and is a lot of frustrating fun. Even me, someone who is not that great with hand-eye coordination, was eventually able to beat it.

I'm on a bit of a high, having just beaten it (although I didn't beat NG+) so I don't quite know what to say. I played this only because I decided to join in on the Grouvee game club and I'm super glad I did. Thank you @Roach and @BMO

This will definitely make it into any list of my favorite games. For whatever reason, the difficulty, the story, the playstyle, the unique damage mechanic, the enemy design, and the interesting use of autobattling NPCs commanded by you as you fight all made for a fun and unique experience. It took me almost 40 hours to beat, well past the typical playthrough according to Grouvee and Howlongtobeat. I stuck with it despite constant frustration because it really was fun.

It worked fine on my Steam Deck but I preferred a bigger PC screen for some of the more difficult fights.

kensho
kensho gave Aug 25, 2024
kensho gave Aug 25, 2024
I hope this is a sign of more like this to come

What a treat to get an original, systems focused, sorta tower defense/overlord/Pikmin game with such striking visual design. Every enemy is made of at least 10 hands. GOTY contender and cure to AAA poison. Shout-out to a Capcom NB protag

DarkBeing
DarkBeing gave Aug 23, 2024
DarkBeing gave Aug 23, 2024
A fun twist on tower defense

I didn't think I'd like it at first but turned out quite well-made (that's Capcom for you).

Very colorful, and the monster designs are really creative and cool. I liked preparing a strategy each night, and found almost all units useful and interesting to deploy. The best part was scrambling to come up with a new strategy when a new threat was introduced, or when I missed something during the day.

I got a little bit tired of the game near the end, though. Some levels weren't so fun, and even down right frustrating (especially when doing the side objectives).

I think it's best played in short bursts - a level or two every now and then.

dimitrisprings
dimitrisprings gave Feb 12, 2025
dimitrisprings gave Feb 12, 2025
Meh

It really is just a meh game to me. Simple, kinda annoying mechanics, not bad looking but not viscerally horrific enough to be a horror game.

V1CGaming
V1CGaming gave Oct 30, 2024 (edited)
V1CGaming gave Oct 30, 2024 (edited)
V1CGaming's review of Kunitsu-Gami: Path of the Goddess

Kunitsu-Gami: Path of the Goddess is a delightful surprise from Capcom. It's not a big-budget blockbuster or the obvious start to a franchise, but this unusual stand-alone game really feels like something creative and special. The core gameplay loop is plenty of fun, and the graphics are a testament to strong art design. Indeed, the only real complaints I can find are a few lackluster boss fights. It's a game that hearkens back to the days of titles like Okami — and not just in visual appearance. Kunitsu-Gami is absolutely worth a look if you're a fan of Capcom's unconventional titles.

TechRena
TechRena gave Aug 15, 2024
TechRena gave Aug 15, 2024
Bom e viciante

Jogo bastante viciante e focado principalmente na estratégia e com uma gameplay interessante que mistura um RTS com um hack and slash com defesa de torre. O game tem uma história simples que basicamente consiste em avançar as fases e entre algumas delas você irá enfrentar alguns chefes e cabe a você decidir qual a melhor abordagem para vencer. Gostei muito do jogo pois te força a pensar em maneiras diferentes de concluir os objetivos que cada fase tem e tanto que após zerar fica disponível o new game plus que te deixa jogar novamente do inicio com todos seus upgrade durante o jogo e foi nessa que eu quase fiz todas as conquistas mas me libertei do vicio para dar chance a outros jogos.

BMO
BMO updated their status Aug 17, 2024
BMO updated their status Aug 17, 2024

Kunitsu-Gami has the soul of a Japan Studio game. It is exactly the kind of weird and wonderful game that is commercially risky but deeply rewarding that they used to put out. This is the kind of of game I wish was still a staple of the Sony catalogue, but I’m glad there are studios out there making games like this.

BMO
BMO updated their status Aug 15, 2024
BMO updated their status Aug 15, 2024

Kind of stuck on one of the villages toward the end of the game. I've tried a bunch of strategies and it's rough going each time. Admittedly, I kind of suck at tower defence because I rarely engage with the genre, so some of it is my limited strategic approach I suppose.

TechRena
TechRena updated their status Aug 15, 2024
TechRena updated their status Aug 15, 2024

Jogo bastante viciante e focado principalmente na estratégia e com uma gameplay interessante que mistura um RTS com um hack and slash com defesa de torre. O game tem uma história simples que basicamente consiste em avançar as fases e entre algumas delas você irá enfrentar alguns chefes e cabe a você decidir qual a melhor abordagem para vencer. Gostei muito do jogo pois te força a pensar em maneiras diferentes de concluir os objetivos que cada fase tem e tanto que após zerar fica disponível o new game plus que te deixa jogar novamente do inicio com todos seus upgrade durante o jogo e foi nessa que eu quase fiz todas as conquistas mas me libertei do vicio para dar chance a outros jogos.

KyushuTrail
KyushuTrail updated their status Aug 11, 2024
KyushuTrail updated their status Aug 11, 2024

In NG+ and 50 hours played and I’m still loving this game. I hope we can get some DLC or some kind of expansion down the line. This IP can take all of my money 😆

ButtermilkButterbean
ButtermilkButterbean updated their status Aug 10, 2024
ButtermilkButterbean updated their status Aug 10, 2024

I think I needed something like this. It’s stripped down, and lacking the frills of modern game design, but it’s deep at the same time. I’m really enjoying the possibilities of new units and moves along with the constant progression of purifying villages. Ticking all my boxes.

BMO
BMO updated their status Aug 9, 2024
BMO updated their status Aug 9, 2024

I was already in love with this game, and that was before I knew how it was made. Apparently this is the first in a series of behind the scenes videos that Capcom plans to release about the game.

BMO
BMO updated their status Aug 9, 2024
BMO updated their status Aug 9, 2024

Every time I receive a new unit, I’m simultaneously excited and stressed. Excited for the strategic possibilities, but stressed about where I’m going to allocate my points for the upcoming fight.

BMO
BMO updated their status Aug 6, 2024
BMO updated their status Aug 6, 2024

I adore it when game devs try to translate performative arts, such as dance, into gameplay mechanics. Sometime it doesn’t work but sometimes you end up with games like Kunitsu-Gami: Path of the Goddess, a game that attempts to bring the ritual art form Kagura to video game audiences. It’s not uncommon for gamers to call certain challenging game fights “dances” and it’s exciting to see a studio use the opportunity to depict an actual real world form of dance through real-time and strategy combat. I’ve only just scratched the surface, but it’s pretty wonderful so far.

Also, Capcom is really hitting it out of the park this year. When 2024 started I had no idea, nor expectation, that two of my favourite games of the year would be Capcom games. And they are not just enjoyable games, they are mechanically deep games that strong stylistic and design visions. Both Kunitsu-Gami and Dragon's Dogma 2 are two deeply compelling games that are an extreme pleasure to play.

shinespark
shinespark updated their status Jul 30, 2024
shinespark updated their status Jul 30, 2024

Played through the demo for this, it's by far the prettiest tower defense game I've ever seen. But beyond the visuals it doesn't feel much different from old browser-based tower defense games from like 2003, and the time limit on setup phases between fights is kinda a nuisance. The 3rd-person combat aspect isn't especially fun, either.

Passing on the full game for now, but maybe I'll pick it up on sale down the road.

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BMO
BMO updated their status Jul 29, 2024
BMO updated their status Jul 29, 2024

Capcom really seems to be having a great year for weird and wonderful titles. Also a year of games that I didn't think I'd want to play but have grow increasingly curious about over time. I didn't think I'd want to play, nor enjoy, Dragon's Dogma II but it proved to be one of my favourite games of 2024. Now Kunitsu-Gami: Path of the Goddess looks like another potential winner despite being a genre I'm pretty iffy about (Tower Defence). I just started Dungeons of Hinterberg, but I'm really tempted to grab this on sale at Fanatical nonetheless.

KyushuTrail
KyushuTrail updated their status Jul 24, 2024
KyushuTrail updated their status Jul 24, 2024

Now playing Kunitsu-Gami: Path of the Goddess. I LOVE IT. I love the gameplay loop, the art style, the characters, the music, everything! I’m kinda obsessed and it’s become my whole personality. It has really clicked with me, but I can see how some people might not like it. I guess it’s kinda niche being a tower-defense-action-strategy. These are my thoughts after playing 15 hours. I’m determined to see it to 100% completion and it may well be my personal GOTY.

PyramidHeadcrab
PyramidHeadcrab updated their status Mar 8, 2024
PyramidHeadcrab updated their status Mar 8, 2024

So Capcom did a gameplay reveal for this one and I'm... Kinda underwhelmed.

Based on the initial trailers, it seemed like it would be maybe something like Onimusha. Which would rule. Alas, it's not.

What it is is basically the dinosaur town defence minigame from Ys VIII. You fight alongside AI companions on a small battlefield and repel waves of enemies.

I'm kinda not sure who this is for? Because I like strategy. I like horror. I like hitting things with a sword. But this just looks kinda lame. The visuals are AMAZING, the art style is AMAZING, but the gameplay is just... Weird.