Kunitsu-Gami: Capcom's Most Imaginative New IP of the Generation
Kunitsu-Gami: Capcom's Most Imaginative New IP

Capcom's 2024 release Kunitsu-Gami: Path Of The Goddess stands as the company's most imaginative new IP of the current generation, according to a reader who has revisited the game on Nintendo Switch 2. The reader, known as GG, argues that while Capcom enjoys a golden era, this title proves the publisher can still take creative risks.

GG first played the game digitally on PlayStation 5, but is now replaying a physical Japanese copy on Switch 2. The replay reaffirmed that the game is one of their favourites from 2024, evoking the creativity of Capcom's GameCube era, specifically the legendary Capcom Five. Kunitsu-Gami feels like a lost gem from that artistically fertile period.

A Unique Blend of Genres

The game combines tower defence strategy with Devil May Cry-lite real-time combat. Players guide a defenceless priestess to purify corrupted tori gates and dispel miasma by carving a path through demon-infested villages. Rescued villagers can be imbued with skills like archery, woodcutting melee, arcane magic, and healing, each with distinct tactical applications.

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The day-night cycle creates mounting tension: daytime is spent preparing and positioning allies, while night brings waves of demons from hellish gates. GG praises the pressure cooker micro-management and the escalating challenge, noting that the monster designs are grotesque and unearthly, providing a blast to fight once your ally loadout is optimised.

Mechanical Depth and Accessibility

The hack-and-slash combat starts simple but expands with extended combos, perfect guards, parries, magical abilities, and special arrow types. GG compares the strategic design to Pikmin, calling it 'hiding the ice cream in the medicine.' The game makes a daunting genre accessible without sacrificing depth, a rare feat for big publishers in an era of risk aversion.

GG highlights the strong foundation and hopes Capcom builds on it, as such inventive gambles are increasingly rare. The campaign lasts between 20 and 25 hours, with varied missions and objectives that kept the reader captivated throughout.

Minor Flaws and Overall Verdict

Despite the praise, GG notes a few blemishes. The lock-on system can feel tenuous during hectic skirmishes, and directional attacks may not always be as intentional as desired. Some unique ideas repeat in the second half, and a late-game spell-casting class can trivialise challenge if abused.

These imperfections are insignificant against the game's triumphs. GG calls Kunitsu-Gami a 'genuinely fun, intelligently designed game' and recommends it to anyone seeking something refreshingly different. The artful, maverick endeavour is a testament to Capcom's enduring creativity.

This reader feature is part of GameCentral's weekend segment, where readers share their gaming opinions. The views expressed do not necessarily represent those of GameCentral or Metro.

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