The comparisons are inevitable, but Koei Tecmo’s new monster hunting adventure is a legitimate competitor to Capcom’s hallmark series. This is a wholly original and beautiful boss-fighting experience, filled with gorgeous environments to explore using the game’s karakuri. surpasses certain aspects of recent games, and it’s otherwise happy to echo the very best parts, standing alongside it as a fantastic companion option for fans.
' setting is a dreamy, folkloric Japan named Azuma, a series of interconnected islands which echo the four seasons. Players become a drifter hunter imbued with the “celestial thread” of the karakuri. ’ version of the traditional mechanical puppets comprises most of the game’s culture, extending to combat, navigation, agriculture, and its other varied systems and storytelling beats. The story treats it much like Pokémon as an ingrained way of life, with the main character incorporating depth of karakuri as the game progresses.
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Like, has one primary function around which the entire game revolves: to set up extended battle sequences against huge monsters. The creature design is superb, with the game’s strong bestiary further expanded by volatile variants. Each kemono takes a real-life animal and corrupts it with elements of nature. The Kingtusk, for example, is a large six-eyed boar, its legs and tail mutated from an oak tree, whereas the Lavaback is a highly-mobile gorilla built out of volcanic rock.
Some kemono are larger or louder, but even the lowliest can be deadly. ’ early game poses the greater challenge, as the primary mechanics are slowly tutorialized, while certain other ones are glossed over or outright ignored. The
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