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It’s a treat, in an odd way.
“Am I doing everything wrong?”

“Do I not like this game?”
Not so, it turns out.
Once everything did, I quickly fell in love.

In an instant, Kunitsu-Gami went from confusing to making-me-smile exciting.
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You play as the swordswoman Soh and guide shrine maiden Yoshiro through Mt.
There’s a tiny bit of Pikmin to Kunitsu-Gami, but it’s obviously much more action-focused.
Things start simple: one gate spawning enemies, you leading a handful of villagers.

At first, Soh herself can handle pretty much everything the game throws at you with some well-placed combos.
(There’s a handy fast forward function if you find yourself prepared early.)
Manage rations to heal any damaged units, including yourself.

Oops, time for a boss wave that puts a totally different spin on combat.
Like a good improv comic, Kunitsu-Gami keeps up the “Yes, and” progression.
The interplay of light and dark is dazzling.

Petals and fireworks erupt as you cleanse the defilement.
Every last outfit again, made using photogrammetry and some real clothing is intricately layered.
Splashes of color follow your sword as if a watercolor artist is tracing your movements.

“It’s a very good question,” he begins (via interpreter).
“We’re constantly trying to find the best way to explain what this game is about to everyone.
The action is rock-solid and the strategic side is immediately well, 10 minutes after immediately engrossing.

We don’t have to wait long, luckily.

















