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Review of Toukiden: Kiwami on PlayStation 4

by Jay Aborro Jay Aborro photo Mar 2015
Cover image of Toukiden: Kiwami on PS4
Gamefings Score: 7.5/10
Platform: PS4 PS4 logo
Released: 31 Mar 2015
Genre: Action role-playing (monster hunting)
Developer: Omega Force (with Team Ninja collaboration)
Publisher: Tecmo Koemo (Koei Tecmo)

Introduction

In the halcyon days of the 1990s a reviewer's duty was to weigh spectacle against substance and to answer, with as much gravity as one could muster, whether a game left one feeling incandescent or merely entertained for a fortnight. Viewed through that old-school lens, Toukiden: Kiwami arrives as something both familiar and deliberate: an expanded, fortified version of a hunting game originally bred for portable consoles, translated to the living-room stage with an eye for extra meat on its bones. Omega Force, abetted by Team Ninja, has taken a respectable cult hit from the PSP/Vita era and given it the Kiwami treatment - twice the content, twice the demons, and a handful of new toys in the armory. This is not a revolution. It is a craftsmanship exercise in the tradition of 'if it ain't broke, add more bits and polish the edges.' For western PS4 owners Kiwami promised cross-save and cross-play with the Vita, a concession to the game's portable lineage and to those who like to carry their demon-slaying schedule in a pocket. Players who came expecting a Monster Hunter clone in designer kimono will find a game that borrows the hunting formula: squad-based quests, enormous oni to chop apart and purify, and the slow alchemy of gear upgrades. Those who care for Japanese aesthetics will be rewarded by the game's character illustrations from Hidari and a soundtrack by Hideki Sakamoto that keeps the cadence solemn when it needs to be and brisk when the horde arrives.

Gameplay

Kiwami is, at its core, a third-person monster hunter. You join missions, you choose a weapon class, you refine equipment, and you go to work on a creature much larger than your ego. The difference here is personality in the systems. The mitama - souls recovered from defeated foes - act as a secondary progression conduit. They level either through battle experience or by spending haku, and they grant a variety of passive and active traits: some mitama push you toward offensive muscle, others toward survival or recovery. It is a compact, effective substitute for the more baroque skill trees of other action RPGs, and it keeps loadouts feeling specific without demanding weeks of spreadsheet-level optimisation. Combat is a study in purpose. Monsters are categorised into small and large oni; the latter are boss fights that demand teamwork, timing, and a little humility. Upon slaying an oni you 'purify' it, a process that yields materials used to craft and upgrade weapons and armor. Kiwami expands the toolbox considerably: alongside the signature blades and polearms you can now find firearms, a naginata and the blunt, satisfying kanabō. Each weapon class has a rhythm and telegraphs its strengths and weaknesses clearly - which is crucial because fights are often extended dances around enormous hitboxes and dramatic attack animations. The enhanced edition genuinely beefs up content. Kiwami claims roughly double the content of the original release: more demons to encounter, additional missions, an extended story campaign, and two new playable characters. These additions do more than stretch the game's runtime; they introduce fresh encounter designs and new tactical wrinkles. Multiplayer remains a central design pillar. The game supports ad-hoc local co-op on handhelds and online play; in the PS4 western release, cross-play and cross-save with the Vita are supported, which is a thoughtful nod to both portability and social sessions. There are a few structural notes a newcomer should not ignore. Missions are discrete and mission-based - this is not an open-world jaunt - and the loop of grind-to-upgrade is intentional. If you enjoy incremental stat gains, methodical loot progression and orchestrated multiplayer battles against single, massive foes, Kiwami will be a comfortable boot. If, however, you prefer narrative-led single-player epics or radical mechanical reinvention, this is a competent game of a particular stripe rather than a genre-defining manifesto.

Graphics

Kiwami's visual identity is unapologetically anime-flavored, courtesy of Hidari's character work and the game's evocative design cues drawn from medieval Japan and Shinto motifs. On the PlayStation 4 the title benefits from cleaner textures, steadier resolution and an overall sheen that makes ornate armor and the grotesque ornamentation of large oni more legible at a distance. The opening sequences and animated introductions, produced with familiar studio craftsmanship, provide an aesthetic preface that the in-game graphics dutifully follow. It would be unfair to place Kiwami alongside the cutting-edge graphical showcases of the mid-2010s and claim parity. The environments are serviceable and sometimes striking, but they are not the kind that prompt you to stop and admire streaming light shafts or hyper-real foliage. Instead, the visual emphasis is on silhouette and spectacle: the size of an oni, the flaring of an attack, the readable flash of a successful hit. For what the game sets out to do - stage set-piece encounters between player squads and mythic beasts - the visuals are competent, often charming, and never an impediment to the mechanical clarity that a hunting game needs.

Conclusion

Toukiden: Kiwami does what a good enhanced edition should: it takes a solid foundation and extends it thoughtfully. The extra demons, weapons and story beats are not gratuitous appendages but meaningful expansions that give veteran players reason to return and new players a considerable amount of content to chew on. The mitama system is a neat twist on familiar progression mechanics, and the combat rewards study and cooperation. On the downside, the game is faithful to its portable origins in ways that occasionally limit scope; if you want a sprawling, open-world reimagining of the hunting formula, Kiwami will feel more like a well-stocked shrine than a continent. Sales figures and critical reception in Japan underline the title's appeal: Famitsu's scores were generous and the Vita editions enjoyed strong initial sales. Western PS4 players received a version polished for the living room with cross-play support, which is a welcome pragmatic choice. For those who remember reading game reviews in broadsheet magazines, where writing could be both exacting and wry, Kiwami is the sort of title we would nod to approvingly: not reckless, not bankrupting the traditions it inherits, but confidently doing the job. If your evenings are improved by cooperative hunts, ritualized grind and a distinctly Japanese aesthetic delivered with competent modern polish, you will find Toukiden: Kiwami to be an honorable affair. I award it 7.5 out of 10 - a strong, reliable specimen of the monster-hunting line, given a respectable second life on console.

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