

If you're anything like us, perfecting a level quickly becomes an obsession.

That way, you've essentially got more 'lives' for when you hit a particularly tough fight. Basically, you're looking to complete each level at the youngest possible age. You can attempt that same stage again - but your age will be set to whatever your youngest record is. When you get a game over, for example, you don't technically return to the beginning of the game. With every failure, your plucky protagonist grows older - and once you're in your 70s, your next death results in a blood red game over screen.Įxplaining Sifu's roguelike elements is tricky, because there are a lot of permutations to how things work. And then, the number of deaths that you've accumulated are converted into years of your life. Every time that you fall in battle, your death counter increases. What's more, dying (often repeatedly) is a core part of the experience. Meanwhile, if you smash a foe's fortitude, you get to use a supremely satisfying takedown attack to lay them out. Your stature bar increases whenever you block or take a hit, and if it breaks, you're left defenceless for a few seconds - which is normally more than enough time for an enemy to finish the job. Both you and your many opponents have two bars: a health bar and a stature bar. In fact, Sifu has more in common with Sekiro: Shadows Die Twice than you might think. Simply put, Sifu doesn't pull any punches - if you'll pardon the pun. Incoming blows can be high or low try to evade the wrong one and you'll get clipped. Even when you're up against low-health lackeys, you need to consider spacing, combos, and environmental hazards. There's a lot to wrap your head around right from the off - and this isn't the kind of action game where you can just dodge roll around your problems or parry your way to victory. But there are no difficulty options in Sifu, and outside of a brief opening level that teaches you key moves, you're very much left to figure things out all by yourself. Sifu has a steep learning curve - the kind of learning curve that you typically find in fighting games, or more hardcore action titles like Devil May Cry. If you thought that Sifu was going to be a pure kung fu power fantasy, you're in for a world of hurt. It's a classic tale of martial arts revenge told across several urban stages, each one boasting unique combat encounters and brutal bosses. We expected Sifu to be challenging - but we didn't think it would be this unforgiving.
