Compare Toukiden: Kiwami prices across 50+ stores and find the best deal. Developed by KOEI TECMO GAMES CO., LTD.. Published by KOEI TECMO GAMES CO., LTD.. Released on 6/25/2015. Available on PC. Genres: Action.

A Monster Hunter-style oni-slayer with a strong weapon roster and a Mitama spirit system that adds real build depth, if you can stomach the PC port's rough edges.

I came into Toukiden: Kiwami expecting a low-effort Monster Hunter knock-off ported to PC because Capcom hadn't bothered. What I got was something more interesting than that, and also more frustrating. The core loop is hunt, loot, craft, repeat. You take on missions out of Utakata Village, track down Oni across sectioned arena maps, and use what you carve off their bodies to upgrade your gear. So far, so familiar. What elevates Kiwami above straight imitation is the weapon variety and the Mitama system. There are nine weapon types, swords, dual blades, spear, chain-and-sickle, gauntlets, naginata, spiked club, bow, and rifle, and they all control differently in ways that matter. The rifle plays like an actual third-person shooter with eight-shot clips and ammo types you swap mid-reload; the chain-and-sickle is the aerial DPS king, keeping you airborne and filling your weapon gauge faster than anything else on the ground. Attack properties split into Slash, Thrust, and Crush, and large Oni have part-specific resistances, so there is genuine matchup thinking here. On top of that, each weapon gets a Destroyer attack once the gauge fills, letting you instantly sever limbs or stagger bosses, and a coordinated United Destroyer with your party can strip multiple parts in one move. That part-breaking loop is genuinely satisfying when it clicks. The Mitama are spirits of fallen warriors you attach to your weapon, and they sort into ten battle styles: attack, defense, speed, healing, support, and several more niche types. Pairing the right Mitama to your weapon and coordinating with party members around the Unity Gauge is where Kiwami builds real strategic texture on top of the hack-and-slash foundation. It's not a deep system by action-RPG standards, but it's enough to keep theorycrafting relevant well past the midgame. Now the bad news, and if you're a PC player it matters a lot. The port has issues. One outlet reported a 30fps cap that is hard-locked to the engine speed, meaning removal through config edits breaks the game rather than freeing it. The village hub reportedly drops frames in specific spots even with the lock in place. Occasional controller button prompts bleed through while playing on mouse and keyboard. These are not game-breaking bugs in the Field, where the game mostly runs stably, but they are the kind of PC port problems that will genuinely annoy anyone with a high-refresh monitor who expects their hardware to be respected. Run it on a controller and your experience is significantly cleaner. The content volume is substantial, the original Toukiden campaign plus a full set of new Kiwami chapters, with separate multiplayer missions that have their own materials and Oni roster. Forty-plus hours is a conservative estimate if you are trying to keep up with gear progression. The repetition is real though: bosses recur, maps are small and flat, and the world never expands into something that rewards exploration the way Monster Hunter's more recent entries do. Once you've fought the same large Oni three or four times the spectacle drains out of it fast. The companion AI is serviceable but unremarkable, and the online co-op is where the game really wants to be played with others for that United Destroyer payoff. For shooter-adjacent action players who liked the ranged playstyle in hunting games, the rifle and bow options here are legitimately interesting. The rifle's aim-and-fire input with ammo swapping on reload is more engaging than it has any right to be in a Vita-heritage title. For everyone else, it's a competent Monster Hunter alternative with a good Japanese-mythology aesthetic, a weapon system worth learning, and a PC port that needed another few months in the oven. Fred, Scout Team

Toukiden: Kiwami
Action

Toukiden: Kiwami

Jun 25, 2015KOEI TECMO GAMES CO., LTD.
GamerScout Says

A Monster Hunter-style oni-slayer with a strong weapon roster and a Mitama spirit system that adds real build depth, if you can stomach the PC port's rough edges.

PC
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About Toukiden: Kiwami

I came into Toukiden: Kiwami expecting a low-effort Monster Hunter knock-off ported to PC because Capcom hadn't bothered. What I got was something more interesting than that, and also more frustrating. The core loop is hunt, loot, craft, repeat. You take on missions out of Utakata Village, track down Oni across sectioned arena maps, and use what you carve off their bodies to upgrade your gear. So far, so familiar. What elevates Kiwami above straight imitation is the weapon variety and the Mitama system. There are nine weapon types, swords, dual blades, spear, chain-and-sickle, gauntlets, naginata, spiked club, bow, and rifle, and they all control differently in ways that matter. The rifle plays like an actual third-person shooter with eight-shot clips and ammo types you swap mid-reload; the chain-and-sickle is the aerial DPS king, keeping you airborne and filling your weapon gauge faster than anything else on the ground. Attack properties split into Slash, Thrust, and Crush, and large Oni have part-specific resistances, so there is genuine matchup thinking here. On top of that, each weapon gets a Destroyer attack once the gauge fills, letting you instantly sever limbs or stagger bosses, and a coordinated United Destroyer with your party can strip multiple parts in one move. That part-breaking loop is genuinely satisfying when it clicks. The Mitama are spirits of fallen warriors you attach to your weapon, and they sort into ten battle styles: attack, defense, speed, healing, support, and several more niche types. Pairing the right Mitama to your weapon and coordinating with party members around the Unity Gauge is where Kiwami builds real strategic texture on top of the hack-and-slash foundation. It's not a deep system by action-RPG standards, but it's enough to keep theorycrafting relevant well past the midgame. Now the bad news, and if you're a PC player it matters a lot. The port has issues. One outlet reported a 30fps cap that is hard-locked to the engine speed, meaning removal through config edits breaks the game rather than freeing it. The village hub reportedly drops frames in specific spots even with the lock in place. Occasional controller button prompts bleed through while playing on mouse and keyboard. These are not game-breaking bugs in the Field, where the game mostly runs stably, but they are the kind of PC port problems that will genuinely annoy anyone with a high-refresh monitor who expects their hardware to be respected. Run it on a controller and your experience is significantly cleaner. The content volume is substantial, the original Toukiden campaign plus a full set of new Kiwami chapters, with separate multiplayer missions that have their own materials and Oni roster. Forty-plus hours is a conservative estimate if you are trying to keep up with gear progression. The repetition is real though: bosses recur, maps are small and flat, and the world never expands into something that rewards exploration the way Monster Hunter's more recent entries do. Once you've fought the same large Oni three or four times the spectacle drains out of it fast. The companion AI is serviceable but unremarkable, and the online co-op is where the game really wants to be played with others for that United Destroyer payoff. For shooter-adjacent action players who liked the ranged playstyle in hunting games, the rifle and bow options here are legitimately interesting. The rifle's aim-and-fire input with ammo swapping on reload is more engaging than it has any right to be in a Vita-heritage title. For everyone else, it's a competent Monster Hunter alternative with a good Japanese-mythology aesthetic, a weapon system worth learning, and a PC port that needed another few months in the oven. Fred, Scout Team

Tags

singleplayermultiplayercoopachievementstrading-cardscloud-savestier:aaaMonster Hunter-likeWeapon VarietyPart-BreakingMitama BuildsFour-Player Co-opMythological JapanAerial CombatRanged PlaystyleLoot-and-Craft

System Requirements

Minimum

OS
Windows® (64bit required)
Memory
2 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
21 GB available space
Graphics
640*480 pixel over, High Color
Processor
Core i7 870 2.8GHz or better
Sound Card
DirectX 9.0c over

Recommended

OS
Windows® (64bit required)
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
21 GB available space
Graphics
1980*1080 pixel over, True Color
Processor
Core i7 2600 3.4GHz or better
Sound Card
DirectX 9.0c over

Reviews & Ratings

No ratings available

Game Info

Developer
KOEI TECMO GAMES CO., LTD.
Publisher
KOEI TECMO GAMES CO., LTD.
Release Date
Jun 25, 2015

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