Reviews from

in the past


I just spent the last hour playing "SIFU Digital Deluxe Edition" on the Epic Games Store, a combination of improvisational smooth jazz and gory china-ape simulator with a Sleeping Dogs meets Road to Guangdong vibe, and i can't recommend it enough. A game that understands chineseness, and jazz. Top 10.

Alors, grosse surprise, mais pas vraiment dans le bon sens du terme.
Les animations sont archi cool et les techniques également, mais en fait, c'est du souls like x)
Ne m'étant pas renseigné sur le jeu je m'attendais a un jeu assez tranquille, quelle ne fut pas ma surprise au niveau 2... (Je me suis fais poncé le cul de 25 ans a mort)
Malheureusement n'étant vraiment pas fan des souls, les animations ne suffiront pas à me faire rester sur le jeu.
Je suis cependant sûr que ce jeu va plaire, mais à un public beaucoup plus réduit que prévu.

Sloclap’s first game, Absolver, was overly ambitious. It was a multiplayer melee brawler that also tried to be a single-player experience, both of which were tied together with an extremely long move list and a woefully ineffective tutorial. It was aimless, barren, and somewhat impenetrable, but it had potential. Sifu is the result of Sloclap realizing that missed potential, learning from its past mistakes, and focusing on its craft to ensure that its second bout would hit with the full force of its weight and result in one of the most punishing and satisfying melee combat games in the genre.

Read the full review here:
https://www.comingsoon.net/games/reviews/1210107-sifu-review-ps5-ps4

Sifu is all about mastery. Mastery of the combat, mastery of the environments you fight in, mastery of the bosses you fight, this game forces you to master all of it, and most of the playtime is spent dying again and again and again. Sifu demands so much from the player, which normally I would dislike, but the satisfaction of mastering these different aspects really ticked the right boxes for me. However, I understand why people would not want to go through the game. Still the most fun I've had playing a game in a while. My only big gripe is the voice acting, like bro speak the fuck up


Almost a perfect game aside from some minor stuff. The camera kinda sucks in smaller environments, and the pc version has a stuttering issue.

But beyond those issues, the game is fantastic. Deep, rewarding combat, a long skill curve, (mostly) fair enemy and encounter design, appealing visuals, great animation, and moments that really embody the sort of Kung Fu film inspiration. The game is difficult however, so it’s not for everyone.

An incredible combat framework with exceptional mechanical strength, astonishing aesthetics, and a brilliant and brutal difficulty, these factors make Sifu a must play for any fan of action games.

Really fun and challenging. Although the end felt a bit... "that's it?". But overall, relly enjoyable!

I'm never stepping into a club ever again.

-Ip Man and Oldboy had a baby and this is the result.
- beating the crap out of people with a hot chick that till the end of the game becomes a granny is so satisfying
- snappy gameplay, perfect difficulty but the camera is sometimes kinda shitty
- fuck the club level

La mejor ensalada de hostias aliñada con un poco de venganza que jugue en mucho tiempo

PD: Se puede decir que es el primer viejoven de la historia junto al capi

It took me 20 hours but I finally finished and got the true ending. Way longer then it should have taken but some encounters like the third boss took forever to click with me. The game demands perfection to a punishing degree. Once I did get though the hardest parts it felt so good to not only get through them after countless tries but feel they were so much easier now because I improved so much.

Play this game if you want to feel like John Wick without a pistol and also feel like Krillin within seconds of each other

I'm on a sifu diet. I sifu and then I eat it.

Review personal de Sifu:

Gráficos:
Tiene unos gráficos muy destacados y distintos que atren mucho, también va muy bien con la temática del juego. No hay mucho mas que agregar tampoco es algo increíble.

Gameplay:
Esta bueno, si queres ser un muy buen jugador vas a tener que estar mucho tiempo, pero hasta para las personas que les puede costar es divertido. Aunque esa mecánica de llegar a 70 y después si te pasas tenes que empezar de nuevo me molesta.

Historia:
No tiene mucha, solo que mataron a tu padre y vos vas a tomar venganza, muy Kill Bil pero sin el toque bueno de Tarantino.

Conclusión:
Bastante bien pero no tan interesante.

5/10

Sifu is a game about overcoming adversity and bettering yourself in the process; I just wish it did a better job at helping you get there.

My enjoyment came in waves, from thinking it's the best thing ever into something totally bullshit and finally settling on really good wiht room for improvement.
The combat is an evolution of the Batman's Creed formula, with much more freedom (eventually) but much more punishing. Enemies have no qualms ganging up on you to make you mess up all your parries. Some of them attack with difficult patterns that you really have to learn; there's no "slow down time to react" here.

The hook to failure in Sifu is that when you "die" you get right back up, but you're a little older. Eventually you're too old and you die for real.
The problem is that failure is a distant fantasy until it's right up in your face. Fighting goons is usually a magic time, but once things start to go wrong the damage comes in so FAST that it's difficult to readjust before you die.
So chances are you'll need to play stuff over and over, which is fine if you enjoy it as much as I do.

Eventually you'll permanently unlock enough skills to allow you to deal with anything and really make that combat shine.

Miscellaneous thoughts:
It really needs a better training mode.
Sometimes the camera is dreadful and will get you dead quick.
The tutorial is bad, doesn't tell you about a few basic (and necessary) features and is bad at telling you the "why" behind the different strategies.
The bosses mostly blow.
The music is good, but I didn't find it ramp up enough for any of the big fights.

Closing:
Once I'd finished the game (and there is a "true" ending) I dind't have much to do except start over or do it again better, but the combat is so fun I really hope they add some sort of random challenge mode or Bloody Palace type deal.

if you like this game you should try kung-fu panda on the xbox 360

A solid, if somewhat unpolished brawler, Sifu takes familiar cues from various contemporary melee combat systems and combines them with arcade-like elements.

Within the first hour of Sifu, it's hard to deny how brutal it can get, with enemies actually making use of their numbers advantage rather than attacking you one at a time, and the omission of visual cues that are usually present in similar modern melee-based games. The death mechanic may also give an impression it's something you have to grind through and unlock things so you can stand a chance through each run, but if anything Sifu actually does reward the player more by being observant and patient rather than just grinding for XP unlocks.

The unlockable skills are there to serve more as extra options to open up your playstyle rather than a necessity to get through the game. They will help a fair bit, and prioritizing certain upgrades give a notable effect, but you actually can get farther by playing it safe and focusing on the game's flow and mechanics, in particular, the 'structure gauge'. The closest familiar comparison to this is the 'posture gauge' from Sekiro, and it does work similarly here. Attack and deflect an enemy's attack enough times, you build up the posture gauge to go for an instant execution.

The rest of the challenge comes in the form of getting familiar with each enemy's attack patterns and animations and knowing when to use the appropriate defensive measures. Your tools for defense come in the form of blocking which is safe but costs you your own structure gauge, parries which is a somewhat riskier but more aggressive approach as this continuously builds up the enemy's structure gauge, and dodging which you can do high and low dodges. Dodging, in particular, can be both the safest and riskiest defense at the same time, as successful executions don't cost you structure, but the wrong dodge can make you eat an attack directly.

The game isn't all defense of course, especially with the aforementioned element that enemies actually do take advantage of the fact they outnumber you in each encounter. They will flank you and catch you off guard if you tunnel vision on a single one. Thus it's important to balance out defense with aggression. Prioritizing certain enemy types, taking the first opportunity to attack, using weapons, and so on.

Sifu is also stylish and is good at making you feel like you're playing through a kung fu flick. The larger and more open areas, in particular, are also great in emulating the martial arts film the game pays a lot of homage to, as the flow of these parts lets you vault through various furniture and make use of weapons as you try to whittle down groups of foes. There are also neat little details that extend as gameplay mechanics too, with enemies being able to attack each other, giving you more incentive in dodging their attacks.

Unfortunately, not all of its presentation works in its favor, for one the camera actually manages to be a nuisance in certain areas, obscuring enemies off-screen and prompting you to get hit by a thrown bottle you have no way of anticipating for example. There are also moments where you're forced into really tight spaces as well as darker areas where it's harder to observe your surroundings.

This extends as well to the responsiveness and playability of the game, with Sifu taking priority in blending its animations realistically rather than consistent feedback. There are moments, especially with boss fights where deflecting and dodging just feels off, with a noticeable delay to your actions. They're not bad to the point of breaking the game, but they can get really annoying and add an unnecessary learning curve to adjust to.

Speaking of boss fights, they're also not the best in terms of design. Each boss has two phases, and each phase has a set of attacks they constantly rotate with depending on their health and distance. They're fine on paper, but the way they're executed makes them feel padded out and more annoying to fight over time. Figuring them out is fun, doing them over and over without variation for a few minutes straight as you build up the necessary gauge isn't. The game would have benefitted more from this either by giving more attack variations or lessening the necessary amount of attacks you need to defeat each boss.

The often advertised mechanic of dying and aging also feels very underwhelming. The fact that it only adjusts your health to be lower and damage to be higher is limiting by itself, but those things don't even feel significant either in actual gameplay. Especially in consideration that as you progress through each stage, enemies deal more damage and also take longer to defeat both through health and structure gauge, thus canceling out really any potential benefit or change of playstyle through the aging. I feel like this mechanic could have worked better with exclusive moves or upgrades through certain ages for example.

Despite its shortcomings, Sifu does provide a challenging yet rewarding experience and is a good example of how you can mix arcade-style difficulty and progression with modern gameplay mechanics.

Plus it's hard to not enjoy a game that has a crotch punch.

story was weird but the combat is great, very fun game :)

liked how they got the training theme into the gameplay loop

I want any future project I have to have the marketing team this game has behind it
Some of the most effective shilling I've seen in my life

Still playing through it, and enjoying it immensely. The Enter the Dragon brawler many of you have been waiting for.

I notice a lot of complains about the difficulty, which is to be expected. But the death mechanic seems to be frustrating lots of reviewers (https://www.reddit.com/r/Games/comments/slvk3q/sifu_review_thread/), which is a bit strange because they don't seem to take the same mindset around feeding and leveling they've supposedly developed in playing out their more favorable Soulsbourne reviews and apply it to the first areas of Sifu.

I „completed” it, yes, but I gotta do the secret ending still. This game is just… wow. Not only the combat system is absolutely amazing showing at last that the one-button-for-punch-one-for-counter isn’t the only way to make hand to hand combat system in games, but it also looks stunning.

So many visually pleasing and creative locations here with a mix of grounded reality and mysticism (the museum level ❤️) It’s only february, but Sifu is already a strong contender for GOTY in my book.

Edit: got the true ending. So good man.

Very fun. Very good. Very Kung Fu. The pace and structure of the game is the highlight for me. It's addictive and capitalises on the one more try with its death system. Upgrades are good but more importantly for me was how interesting on how you unlock em. Keys and shortcuts make the game pretty nice on the reducing tedium. There are some technical nitpicky picks for me like bosses decide to cancel what they do to doge absolutely everything same with some goons as well. Telegraphs are sometimes sour and the camera although great zoomed in to read most of the tells for enemies moves but commits a sin for people throwing shit or hitting off screen which is never fair. And even worse it can get cluttered and show nothing. Sometimes you just can't combo people to death cause they'll super some attacks which the game has a poor way of telling in you advance bla bla Brandon's just Tryna say it has some decisions that aren't fun or fair compared to nearly every other game with a combat system (DMC, batman, Bayonetta, viewtiful joe, no more Heroes, god of war etc) if it weren't for those quirks/warts it'd get a perfect score. But I still highly recommend it if you wanna earn and roleplay like every Kung Fu movie out there. It's a lotta fun get it if you're interested at all

put all five of those niggas in the LOUDEST pack you could imagine Rip to those fuck niggas but the true kung fu master laid down some wood


Oyun, sekiro + roguelike tarzı bir yapım olmuş. Gerek oyun mekanikler gerek roguelike'ın verdiği süreklilik oyuna sevmenizi ve bağlanmanızı sağlıyor. PC için fiyatı gayet uygun (incelemeyi yazdığımda fiyatı 69₺ydı).

at first i thought the fitgirl repack music was the OST from this game and i got really excited but then really disappointed when none of the sound design was as good as that fitgirl repack music

[Pros]
-Aside from the slow intro, the game has no downtime. It surely is action-packed.

-The continue system of this game is not only conceptually intriguing but also shows the evolution of arcade games' continue system. It makes people WANT to master the older levels, but with their own phase.

-defensive options(dash, block, perfect parry, weaving&short-jumping) are varied and each has its own clear merits.

-perfect parry has a really short window, which means it's not easy to always rely on it. It also means that people won't likely go with one single method to deal with every problem.

-Environmental hazards (fall-death, stair-fall, wall-crash, throwable objects) are the true king of the grand game design. Every countermeasure and combo you will make is chosen, or amplified by these objects. You can engage in the fight against defensive enemies by kicking the bottle or chair to destroy their position and punish. You can throw the enemy off the ledge or stair by using throwing and sweep attacks. Since there are a lot of dangerous enemies coming toward you at the near-end level, this environment manipulation becomes the main ammunition of your gun. And I really love the chaotic situation I can pull off with that.

-Healing system is simple but very fitting to this game.

-There's a hidden spare-the-boss mechanic in this game, which is kinda gimmicky, but it also makes you have an additional goal that changes your strat. (you have to destroy their structure twice in their second phase before their health goes down to 0) Pretty neat I should say.

-Not related to the mechanics, but the third and fourth levels are truly eye-festival. The art direction is fantastic.

[Middle ground]
-Yes, this game's combat system is entirely built upon automatic move assists like gliding enemies and kinda inconsistent tracking speed, but most of the time they can be negated by good positioning. I wish the vertical attacks didn't track the players tho.

-There aren't many enemy types, but the normal goons themselves can change their attack patterns by holding the weapons lying around(I know it's a classic AI behavior that has been made since the older beat-em-up games, but it's still fantastic), and some random super-saiyan mode can stir the arena in a fun way. (Imagine the devil transformation from God Hand, but much more lenient) So, yeah, even with the low amount of enemy variety, the arenas are pretty dynamic. Though I wish there were more champion enemy types.

-Bosses are pattern-heavy and very punishing when we interrupt their combo(which is why they seem kinda restrictive), but the defensive options and countermeasures alone can make some variations in the gameplay. For example, It is possible to destroy the structure meter of Botanist's 1st phase with the weave-punch-wall-throw combo since there are many walls in the boss arena. Surprisingly not many people didn't use that. Also, many people consider that the third boss is meant to be played with the waiting-game strat, but I realized that the structure damage she gives is quite low, so I dealt with the first phase with full-on perfect parry strat which is quite similar to Sekiro. I think some people can deal with her with constant weaving&short-jumping, which is kinda impressive in a sense. What I'm saying is, the bosses are not that DEEP in the whole action game spectrum, but they surely accept different playstyles.

[Cons]
-I think some enemy attack patterns are frustrating to deal with because of the lack of telegraphs. Note that I'm not a Fighting Game enthusiast tho.

-Yeah it is realistic that punching people irl doesn't make a bomb sound, but even considering that, the sound feedback should have been more explosive.

-The Second Boss is unnecessarily punishing considering that he is still an early game boss and the patterns themselves are quite simple.

-Honestly, The skill tree exists for the skill tree's sake. all the combat moves should have been opened from the start and only non-permanent-stat-boost from the dragon statue should have remained in this game.

-Camera collides with the wall, which can lead to some unmanageable stuff like the things in God of War Reboot.

-I hated the final boss for being too fast and hard-hitting while also providing only a small amount of window for us to express the offensive moves.

Overall, I can give this at least 4/5 for the pure enjoyment I got from this game. But I have to say, I could have loved it even more if they fixed the Cons.

I feel like I'm being really forgiving towards this game and it's ballbusting difficulty because I just got done finishing all of the Super Star Wars games and compared to those games this was a walk in the park. But yeah this game; really fucking good. I'd recommend it to people who like games with the gameplay loop of roguelikes and Dark Souls, it's very much the kind of game where if you just try to brute force it you'll get nowhere fast. It's a stupid hard game that rewards the player for actually learning the game's mechanics.