Get off on a plane. Turn up!

After starting this preview, I hadn’t known the system at work in advance, except to expect a brawler-type game. This isn’t the only thing that can be said that the combat in Sifu plays similar to combat-heavy titles such as the Rocksteadys Batman Arkham or Insomniac Games Spider-Man, and frankly, it’s not a bad comparison. Some examples will appear with these other artists. One may compare Sifu with a classic martial art masterpiece, such as Drunken Master, Kill Bill, The Raid, etc. a little more so that some of the great stories would have liked such a legendary tiger. The homework is done, and it shows in combat as Sloclap executes a long, long time, long wand of flies in all so satisfying way. As soon as I got into a lively nightclub, I was surrounded by local gang who is known for their skills. As one began to close in, I threw my fist at another, then followed with a parry, and then with a swoop with an edge. I knew, at this instant of effortless animation strings, that Sloclap had crafted something real special with Sifu.

Should you be able to do that without changing or to Aging, you may be able to get lost without an easy choice.

For me, this was a time where I returned to my youth, a young age of sitting with a television, watching old martial arts films. A lone warrior standing, prepared for the war to be left with only his skill and spirit. The warrior is stuttering the dead between life and death, and begins his entire assault with adrenaline pumping endless punches. It’s entertainment, too; but it would be absurd if you didn’t run around the house like a kid robbing those moves. And here, Sloclap really draws in those movie inspirations. If you did any game and felt like a martial artist, then you would find it interesting. Since the way of combat flows, it’s quite scary. One strike is called the extension of another, making it a breeze to chain. That just means the fun. Kicks, punches, dodges, and parrying are the tip of the game’s potential, as it happens even when Sifu gets started. While games like Uncharted use the environment well during combat, Sifu takes things to the next level. Almost all in Sifu can be used as weapons in some way or another. A few sides of the wall, a wall, and a wall, and even the floor can be used to the players advantage, as well as to hit enemies, and as tactical advantages to gain distance with rolling over them. There are glass bottles, bats, wooden planks, and a sofas leg rest that can be swiftly kicked to temporarily stun, and even knock out someone entirely. The only thing surprising we had at our hands-on was the moment where we got through a room divider. It wasn’t at first thought of it so we realized that the pieces of wood had been landed on the ground to be used. It was an exciting time for us to explore what the environment might be hiding in, the latter being a lot and all interactionable in some way to enrich the gameplay. Even though we’ve seen the recent trailer, we can be confident in the experience. Overall, the game in Sifu feels refreshing. Even though there are a few more titles to choose from, I don’t think I’ve played anything like this. Everything in Sifu, in a way or another, is written together to work together. There is something tactical that can be accomplished, because simply mashing your way through a fight won’t cut it. Time a move, so it’s time to get in touch with someone. It’s easy to pick up, but it’s not so hard to master.

He isn’t Roguelite, but he’s still shit like one other.

This is wrong, if Sifu was a roguelite, but that’s not for me, that Sloclap doesn’t attract inspiration from this genre in a unique way. This one example is due to their death mechanics. If you are familiar with roguelite games, you’ll probably realize that death isn’t the end, it’s a chance to learn and become stronger. For Sifu, the concept of death means that you have given another chance, but it does to the benefit of their youth. The death counter turns out to be the number of people that mature through the resurrection. The first death is by one year, the second by two, the third by three, and so on. It’s not just death, it also means the death of the majority of roguelits. Unlocks, skill and level points, level progression (including dead enemies, all remain intact as they were before you died; the only difference is that you are now slightly older. And with the use of martial arts, old is often an indication of experience, that has its pros and cons. When you return you gain more damage, but a trade off is less health. These conditions are simple, but effective conditions that can dramatically influence the play. The demo began when I was worried. I ran into enemies aimlessly slamping around, trading blow for blow, and not worrying about the health issue. I’ll repeat this tactic, but this tactic quickly proved inefficient as the death became more frequent. When I was 40, it wasn’t long before that, so the easy, simple action was enough. Sure, I could take the burden out more, but the only way I can reap that bonus is by getting more attention. As I was older I learned about the enemies and the environment. I reached that point of failure by playing an older version of the character. Once I cleared the run, I went back home, and again, ultimately fulfilling the challenge set by Sloclap to the press that would lead you to a run without dying. I really like the way death is handled in Sifu because it feels like a real learning experience. Yeah, most likely would see that as getting another chance or making the game easier, but me, Sloclap seems to have handled it well. Unfortunately, I can’t speak for the larger game-wide implications of death, since we restricted ourselves to a section of the chapter. Nevertheless, I don’t believe in the extent to which death imposes will be greatly appreciated when full release comes. As for other roguelite elements, Sifu has permanent unlocks during runtimes. Upon defeating enemies you can earn an equal number of skill points and level points. Level points can be redeemed at shrines in a chapter and you will be rewarded with a buff that you choose for that run. Skill points on the other hand can be redeemed either at these shrines or just before resurrecting. The skill is, as they say, mastered and tested. This is the method for this system: for each fresh run, you should invest into skill points to unlock a skill needed to build up. Afterward, if you accumulate enough points, it means that you can put that towards the end of your career. This usually requires three purchases to unlock the skill once the skill is finished, and then it can be achieved after a few runs. The preview build turned out to have great points from the final game, however we’re uncertain if more of the games are made available as soon as you build the main story. That demo took up the whole month. No, the whole time I invested in a demo like that. This is partly because I wanted to see how big and small the change each skill provides is in each run, what makes it a bit embarrassing.

Related Reading: Sloclap Explains the art of Sifu Inspiration, Aging and Martial Arts (Interview)

There are definitely lots of reasons to keep on playing, though I think the biggest question you have about your actual performance is how difficult this game is. As for an Souls game, I am saying that if you’re serious about anything, you may be surprised to hear that the music is a play by a friend. Of course this difficulty could increase as you begin your studies, but again, we were limited to the single chapter, which means we couldn’t say so. Is there a challenge? For all of the players, but without the worry that they could not beat Sifu, so again, the timing of the release could be different for the betterment, and I don’t lie. There will be moments where you will be frustrated by your death, which are markings of a true roguelite title.

…all of them run into the Bar.

The fact I have worked harder than usual for over 30 hours in a short demo should have already been a real sign of my love for that game. Even though I am not sure the outcome is still very good, Sloclap is looking to make 2022 one of the best experiences of the time. The first night of 2022 has hit its head. A preview event held by invitation e.g. MP1st wishes to thank Sloclap for giving us the chance to test Sifu before start. Sifu will be released this February 8, 2022 on the PS4, PS5 and PC.