Proper management of one’s Mitama is as important as bringing the right weapon and armor to the fight. I could go on and on about each weapon and their unique abilities, but I will say that each weapon provides for a different play style, and it won’t take long for players to pick out which one is their favorite after a bit of experimentation. The wounding stacks are activated when the Long Sword is put back in its sheath, and all the hits accumulated slash apart the foe at once in dramatic fashion. The player is also able to enchant the blade with a gouge ability that drains stamina over time, but increases attack speed and leaves a “wound” on the demon as it attacks the same body part over and over again. The Long Sword has great reach and a moderate attacking speed, but can be used efficiently by canceling moves into each other with the use of a bit of stamina. The Fist can also be used to unleash a flurry of increasingly quick blows that ends with a massive shockwave punch on downed/immobile enemies. The Fists are basically massive gauntlets that hit slowly, but with great impact, and it has the ability to charge up and set enemies on fire to make them more vulnerable to subsequent blows. Each weapon offers a unique style of fighting, and transitioning from one weapon to the next can take a bit of time to get used to. While there are some side activities to participate in with notable benefits, most of the time spent playing Toukiden is within the battlefield.Ĭonsidering how much focus there is on the combat, it’s a good thing that the various mechanics involving slaying demons flow well together.įirst, there are the classes of weapons like Fists, Bow, Dual Swords and many more. It’s a formula that’s synonymous with the genre, and it is still as addictive as it’s always been. There is a way to increase affinity with other characters but that has very little impact in the actual game.įight demons, collect their parts, make better equipment with said parts, fight stronger demons, collect their parts, make even better equipment and so on and so forth. Luckily, the story is unimportant as the game play takes center stage and shines brightly. They’re all characters I’ve seen before, except now with different names. There are also a number of NPCs, many of which can be brought along to battle to aid in slaying of demons, and while they all have their own personalities, I didn’t find any of them too compelling as they seemed like a mixed bag of character tropes: the seemingly easy-going, frivolous handsome slayer that hides a deep pain from his past, the uptight, overly serious woman with a strong sense of justice and duty. If the story ended there, it would be simple enough, but there is also an element of time travel and infinite paradoxes where Demons are magically appearing in the past to devour heroes of the past, and the effect that’s having in the present day is all very poorly explained and seemed entirely unnecessary. The warriors, armed with a deadly arsenal of weapons, fought back, but most of humanity was pushed to the brink of destruction, and now only a few settlements exist where they live in constant fear. When a cataclysmic event which is later coined “The Awakening” occurs, Demons appear through a rip in the fabric of space and began devouring everything in sight. While that may sound like a glaring paradox, it’s the best I can describe it after playing through the storyline. The story of Toukiden is simple and yet a bit convoluted at the same time. As is the often the case for the genre, battling big ugly bosses prove to be the clear highlights of the experience.
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