In
Sifu you play as some guy or gal – I don’t think you actually
have a name – who as a young child witnesses their father (a
martial arts school ‘sifu’) get killed by a gang of disgraced
students. The child vows revenge and years (and much training) later,
tracks down their father’s killers.
Sifu
has a really strong opening that also serves as a basic tutorial.
It’s short, simple and to the point. It sets up the plot and
structure of the game – you go to a location, fight your way
through various goons, find any necessary keys or items needed to
progress and then fight the boss.
There
are five members of the gang who killed your father to fight, so that
means five unique levels and bosses. Between each level you’ll
return to your hideout to practice your moves or change your outfit.
The narrative aspects are kept pretty light throughout, with only a handful of cutscenes (mostly just before you fight each of the five bosses). There is a ‘supernatural’ aspect to the game in the sense that you possess a talisman that resurrects you if you die, but also ages you when you return. The more you die, the older you get.
It’s
a pretty interesting and fun way to handle difficulty because you
can’t really ‘fail’ when you can resurrect as many times as
you’d like, but there is a limit to how old you can go before you
finally croak from age. The bosses you fight also possess some
supernatural abilities but there’s no explanation for it – it’s
just the way it is and that’s fine.
The
game looks great. It’s a very polished and visually distinct game
with strong presentation. The combat animations all look good, and I
like how contextual the takedown moves are based on the direction of
your attack, your attack type, and the local environment. There’s a
rough and tumble, fight with whatever is at hand ‘The Raid’ kind
of aspect to it as you pick up brooms, bottles or pipes during fights
– although nowhere near as bloody, sadly.
The
combat system rewards patience and precision and is built on a system
of block, parry and deflect, combined with a ‘structure’ bar for
both you and your enemies – break an enemy’s structure, and you
can perform a quick and easy takedown. There are combos to learn and
special ‘focus’ attacks but . . . yeah, we’ll talk more about
player progression in a moment.
Sifu
can be a pretty challenging game. I began playing on the default
difficulty but actually dropped it to the easier setting after
finishing the first mission. I felt like I needed a little more
leeway to properly learn the combat and the all-important
parry/deflect timing because I was mashing my way (poorly) through
too many fights.
And
the more I played and the combat clicked with me, I really did like the
game . . . but I didn’t end up loving it because of the way the
game handles player or rather skill progression. Sifu is a
game that’s built upon doing ‘runs’ of levels, almost like a
rogue-like – but not really? Because in Sifu, the levels are always
the same. There’s no randomisation here.
Sure,
you can unlock a new path or area in a level that can then be
accessed on a second ‘run’ but aside from that, it feels like the
game is just padding out its content by forcing you to replay levels
in order to grind out and permanently unlock your skills.
How
so? Well, as you progress you’ll unlock new abilities from shrines
and new skills from your talisman – new combo moves, new types of
offensive or defensive moves, new weapon skills and new focus special
attacks.
Whilst
the combat is fun even with only your default (but limited) attacks,
it’s when you start to unlock your new abilities that I’d say
Sifu’s combat really starts to shine. You have more combat options,
and a wider variety of ways to deal with enemies as you progress. But
here’s the problem – every time you die, all your skills reset to
zero, forcing you back to fighting with only your basic attacks.
Wait,
what? Why? I then discovered that you have to purchase each
individual skill five(!) times in order to unlock it permanently. In
other words – keeping doing those repetitive ‘runs’ of each
level so you can grind out every skill five times so you don’t lose
it.
I’m
sorry – but what the f***? Having my skill progress repeatedly
reset throughout the game really isn’t very fun! The best thing
about Sifu is its combat and the new skills you unlock are what
enhance the combat as you progress . . . so it’s a little bizarre
that the game deliberately sabotages its best feature by continually
taking those skills away.
This
makes no sense to me. Normally when I come across a game mechanic I’m
not a fan of I can at least understand the purpose of it. But what’s
the intention here? It doesn’t make the game more challenging or
fun. It adds nothing but frustration and wastes the time of the
player.
And
when I finished Sifu after about 4 and a half hours of play I was
eager to jump back into the levels again with all my unlocked skills
and try out those cool new combos and focus attacks. But f**k me, the
game reset everything again,
putting me right back at square one! Why would I want to fight
through the same levels again with only the limited, default moves?
Okay,
I know I’m going a little off the rails with this one, but limiting
skill progression this way in a game like this is genuinely baffling
to me. The combat is what makes Sifu super fun to play and the more
options you have in combat, the more fun it gets. So why introduce a
system that continually removes those options?
Normally when I disagree with a design choice I can at least understand the intent behind it but with Sifu . . . I just don’t understand the intent at all. It actually makes the game far worse to play and far less enjoyable than it could be. Overall, Sifu is a really fun game let down by a f**king bizarre and detrimental design choice. I’d still say it’s worth checking out though.
6/10