12/20/2023 0 Comments Toukiden 2 weapons feel simple![]() Just as it is in Xenoblade Chronicles X, targeting and destroying appendages is a compelling mechanic that heightens gamification and provides mid-fight continuous objectives that, for the most part, prevent you from noticing that button-mashing does in fact work.Ī big addition to Toukiden 2 is the Demon Hand capability, a combat technique invented by the game’s lithe Professor character and controlled via the touchscreen on Vita. Bouts are handled via a fight pallette explained early on weapon sets have “attack 1,” “attack 2,” a special move that can be charged (or executed continuously by pressing circle over and over), as well as a combo attack designed specifically for busting-up enemy appendages. While I appreciate the extensive variety, combat itself had me wondering why investment was put toward so many weapon types and, well, not more actual fighting variety instead. A number next to each weapon denotes weapon class a similar number denotes item scarcity, which implies value or lack thereof. All weapon types are available to try from the start (I immediately selected gauntlets because I like crushing things), and can be replaced or improved via shops and blacksmiths found in the game. The game offers a vast selection of weapon types, including swords, knives, spears, gauntlets, chain & sickle, bows, clubs, naginatas, sword and shield combo, chain whips, and yes, even rifles, so if you had fears about being bored or under-challenged, quell them. Still, certain members of the cast are endearing, and getting used to them is necessary – they become your party members in battle shortly after their respective spiels.Īs you might expect, the meat and potatoes of Toukiden are combat and preparation for combat, and once set free into the game’s open world it’s essentially up to the player to develop a style and penchant for certain weapon types or gear sets. Important story characters are unreasonably long winded, while NPCs in the world are just the opposite, issuing abrupt testimony with often little context or further conversation. Unfortunately, though not unbearable by any stretch, Toukiden’s writing and character dialogue won’t be winning any awards. What struck me immediately was the amount of plot and text in the game I’ll be the first to admit I did not expect this from Dynasty Warriors developer Omega Force, not even in an RPG. I renamed myself "Fantomas" which, like Slayer, is also the name of a band Dave Lombardo plays in. The default character name is "Slayer," but it felt a bit generic to me. The game opens with a cutscene portraying a cataclysmic demon attack called the “Awakening,” is followed by a quick tutorial, and then drops the player straight into a Souls-meets-XCX character creation tool. I can’t speak to the graphical impressiveness of these on PS4, but on Vita they struck me as highly cinematic and effective at stage-setting. If there’s an area where Toukiden 2 doesn’t skimp, it’s pre-prepared cutscenes. Though the ratio of both wavered, I did ultimately have fun. I reviewed the game on Vita, and was met with both a bevy of pleasant surprises and a handful of clear setbacks. It has an intriguing plot, lovely character art, and for the first time in the series, an open world. Despite this, it also has a lot going for it it’s the third game in the Toukiden series, with the opportunity to refine a formula that has proven popular. It’s an action RPG with pre-20th century Japanese stylings, focused on demon hunting, crafting, item and gear collecting, and exploring. ![]() On paper there isn’t a whole lot thoroughly unique about Toukiden 2.
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