I love video games. They are one of my go-to hobbies for relaxation and stress-relief.
I wrote the following review in March 2022, after beating the PS4 release of the game, “Sifu.”
I have updated this article to include updated game statistics. Otherwise, it’s the raw, uncut version of what I wrote months ago. I hope you find the review informative.
What are your thoughts about the review? Leave your comments below!
The following is a review of the PS4 version of developer Sloclap’s 2022 release of video game Sifu.
This review will be divided into three main sections: gameplay, graphics and story. Each section will include a quality rating based on the review of all relevant sub-topics for the section.
The gameplay section will cover both design and implementation of aspects such as character movement and moveset, enemy design, conflict set pieces, boss encounters/fights, difficulty, inputs, and game camera.
The graphics section will cover overall world aesthetics, level aesthetics, interaction with gameplay components, and settings design.
The story section will cover characterization, plot, narrative and pacing.
The final section will conclude the review by assessing all major sections, generating an overall game rating based on all section ratings, and providing a final narrative that summarizes the results of the review.
That said, let’s get started.
GAMEPLAY
Fun Foundations
There’s plenty to like about the gameplay. Let’s take a look at enjoyable mechanics provided by Sifu.
Cool Moves
Sifu has a great collection of moves that round out the skill set of the protagonist, Sifu. Players will have the option to unlock abilities that provide options to create custom attack patterns and create versatility in gameplay. Many of the moves will also allow the user to deal greater damage and catch enemies off guard. Additionally, players will be able to add to their repertoire of Focus Attacks – powerful attacks that are unblockable by enemies, including bosses.
User Inputs
Inputs for the previously mentioned moveset are not cumbersome, for the most part. The only aspect of the move set that required time to adapt to is executing avoid. Using avoid requires the player to hold L1 and then press the left controller stick either down/left/right to avoid high attacks or up to avoid low attacks. The combination of manipulating both L1 and left stick felt a bit awkward and unbalanced on the controller, initially. However, it became tenable with practice. The mixture of using the square button for heavy attack and the “X” button for light attack works well. The combos – both those preset and those that can be created by the gamer – and special moves that are unlocked use a reasonable combination of the controller layout.
Enemy Variation
The protagonist’s rogues gallery breaks down into the following categories:
- General Thug –
This group uses basic kicks and punches; and the dreaded sweep. These enemies can also use environmental weapons. - Heavy Bruiser –
This group appears as overweight bruisers that mainly use punches and tackles. This enemy group doesn’t use weapons. - Taekwondo Users –
These are typically skinny women that fight in a taekwondo style with a lot of kicks and sweeps. This enemy group doesn’t use weapons. - Kickboxers –
These enemies fight in a somewhat kickboxer style and can employ combos of either punches that include delayed strikes, or kicks that can come from jumping, standing and low positions. These enemies will wield weapons; typically the staff. - Bodyguards –
These are enemies of large, muscular stature. They fight in an aggressive style that appears similar to the kickboxer style, but also employs tackles that include ground attacks as a follow-up. This enemy group doesn’t use weapons. - Bosses –
There are five bosses; one per level. They all have different environments and styles of combat.
Given the game’s five levels, game mechanics, and unique, well-spaced, combat-driven, set pieces, most players will find the enemy variation to be sufficient. At the very least, the vast majority of players will find it challenging. Indeed this is the case since only 15% of all players had beaten the game once, prior to the May 2022 update – an addition that provided an easy difficulty mode for the game. To date, only 21.7% of players have beaten the game, following the May 2022 update. However, once comfortable with the game mechanics, a player could find themselves beating the game within three-to-four hours depending upon use of shortcuts. As of this writing, and according to Sifu speed run data on speedrun.com, the top speed run of the game sits at 15 minutes, 58 seconds (15 minutes, 58 seconds without load times). The seventy-fourth speed run is the longest listed on the site and sits at 58 minutes, 6 seconds.
Nostalgic Feel
This game reawakens a feeling of the old-school, traditional style of leveling. This game can be beaten in one sitting. This feels similar to beat’em up games that existed in the console generations that preceded the widespread availability to save game progress. This adds a nice, nostalgic feel to a generationally updated version of a game in this genre.
Death Counter
Every game has its way of managing player lifespan. Sifu takes a very unique approach to this with the Death Counter. The Death Counter is attached to a resurrection charm carried by the protagonist. The Death Counter starts at zero and increases by a count of one each time player health reaches zero and the player character dies. After the counter increments, the counter value is added to the player character’s age and the character is revived. The player’s age starts at 20 years at the beginning of the game. Once the player’s age reaches seventy or above, the resurrection charm breaks permanently and the revival mechanic is exhausted. The next death will end the player’s game entirely. This is a unique and interesting approach to player lifespan.
Challenging Enemy Patterns
Enemy attack patterns provide a chaotic experience to the player. Even the general thugs in the game can employ multiple attacks and attack patterns. Additionally, they can execute a sweep attack that has a quick, short tell. Most players will be caught off guard by this, and gamers may not be able to use the defensive “avoid” mechanic to respond. Either the block or parry maneuvers will be most effective… if the player can remember to do so. Every other non-boss, enemy character has multiple attack patterns that will keep the gamer on-guard. This ensures that every run on the game has a unique feel.
On The Other Hand
No game is perfect. Unfortunately, Sifu has its share of issues. These take away from the gameplay and even create a frustrating experience that takes away from its desire to provide a punishing challenge to the gamer. These shortcomings serve as an undue frustration to those attempting to master oppressive difficulty design. They also work against player engagement by instigating a level of difficulty that does not seem to be intended by game design.
Camera
The camera in this game is bad. It is very bad. It often repositions itself in ways that limit the player’s view of enemies. The camera has a bad habit of centering on the player character in a game in which enemies surround you and attack simultaneously. This tends to happen whenever the camera has to swing either around or near any large, immovable object in the environment: think walls, corners and pillars. This can easily happen at least half the time given the layout of many of the game’s set pieces.
Additionally, when a gamer executes a finishing move on an enemy, the camera both centers on and zooms in to the scene of the protagonist executing the move on the enemy. Enemies will reposition while this is happening. The player will not be able to reposition the camera during the finishing move. This creates another disadvantage to the player. It could be argued that the player could simply ignore using finishers when fighting large crowds. I argue this approach removes the ability for the player to experience content that they would otherwise enjoy. This doesn’t seem like a good tradeoff.
Lastly, some of the set pieces have plenty of room that can be used to reposition. Unfortunately, when the player attempts to run away from enemies, the camera refocuses itself toward the enemies. Since the character’s movement direction is based on where the camera is facing, this works against the wishes of the player.
The camera is terrible.
Odd Enemy Behaviors
Enemies that are executing a combo string can slide into the player character if the protagonist’s distance represents a gap that is farther away than the enemy character’s natural steps would otherwise close. This is a poor implementation. The game provides a dodge mechanic that is tied to the R2 trigger button. Why provide this ability if the game engine is developed to instigate having the enemy characters defy physics in the case that the dodge mechanic is used to create space?
Tough Learning Curve
The game seems to not explain how it works well enough for the average player who has purchased it. I wasn’t sure about the true effect of the shrine upgrades because not all of them quantify the effect of said upgrade. For example, one shrine upgrade offers additional durability to weapons. However, there is no quantifiable data associated with how much more durability is gained. Another example happens in The Squats, the game’s first level. When the player first encounters the Heavy Bruiser enemy, the game suggests using the L1 button while pressing down on the left stick to perform an “avoid.” Unfortunately, it isn’t made clear what happens when you press different directions with the right stick while holding L1. Also, this information is not listed in the pause screen that lists preset combo moves and learned combo moves. The game should do a better job of explaining all aspects of the game. Perhaps this could be integrated into the game’s training mode.
Player Restrictions
As discussed previously, Sifu provides an engaging list of combos and abilities to the player through skill acquisition and development. Unfortunately, and outside of the issues discussed with enemy interaction, there are a handful of gameplay mechanics that are related to the player character that detract from the positives.
The concept of using the parry defense is essential to full mastery of Sifu. There are some guardrails that present a challenge in gaining proficiency: the parry window and the parry indicator. The parry window refers to the timeframe in which the player must hit the L1 button in reference to the timing of an enemy attack in order to effect a parry maneuver. This window is quite short. It’s so short that it exists in the infinitely small window that exists just before the enemy lands the punch. This differs from other games in which a parry can be executed at almost any point that an opposing character is attempting a strike. In Sifu, it must be just before the strike lands. This window appears to be somewhere around the last ten percent of striking distance the enemy character must cover to land the blow. That’s cutting it pretty close. I’ll admit that when I absolutely need to parry, I just tap L1 while the enemy attack is approaching. This typically works, but it’s a suboptimal approach. For efficiency, a player would want to time hitting the L1 button just in time. I’ve found that approach tends to end up with me simply blocking the attack instead of parrying. This means that I’m not in position to catch the enemy off guard when I attempt to counter. Additionally, if a player does successfully execute a parry, then the parry indicator will flash. This is represented by a momentary – and I do mean instantaneous – flash of light between the player character and the enemy character. Also, the enemy character’s stance will open up, and the enemy will appear in a stunned state. As stated, this happens quite quickly. If you’re not expecting it, are surprised to see it, and try to react, then there’s a good chance you will miss the window and the enemy character will regain their guard. Because of all of this, I rarely attempt to parry outside of certain boss battles in which it is useful. I prefer to lean on the “avoid” mechanic.
On the topic of skill unlocking, the permanent unlock is both exhausting and cumbersome. Previously, I discussed that a player’s death at the age of 70+ will end the game. It’s important to understand what’s meant by “death.” The player will still be able to continue from the beginning of the latest level reached. However, all skills acquired during the run of that life are lost. The only exceptions are skills that were permanently unlocked. Skills are unlocked by spending experience points (XP) earned while playing the game and defeating enemies. Skills can be permanently unlocked by unlocking them for the run and re-purchasing said skill an additional five times after it is unlocked for the run. That means that you will have to purchase each skill at least six times to permanently unlock it.There are twenty-five unlockable skills. That’s one hundred fifty purchases that have to be made to acquire all skills, at minimum. I finished several replays while attempting to unlock all of the skills. Also, during initial play, I only used the base, preset moves. It didn’t seem to make sense to use skills that I might lose. They weren’t skills I could depend on. I only started incorporating new skills into my gameplay repertoire when they were permanently unlocked. It wasn’t the most enjoyable experience, and it caused me to delay experimentation with the move set while I waited to permanently unlock the moves I desired.
Character movement feels stiff, rigid, and, at times, unpredictable. Initially, it’s somewhat difficult to quickly close distance on an enemy that you want to attack. You’re pretty much going to either walk or run toward them and initiate an attack. Alternatively, you will wait for enemies to attack, execute a defense maneuver, and counter. There are a few unlockable skills that help with this, but they’re unavailable until unlocked. And we’ve covered how much work may be required to permanently unlock those skills. With practice, most gamers will find a method that fits them. However, a bigger issue is that the game tends to auto-target the player to specific enemies. This can be problematic in a group since the game is not allowing the player to select targets in a manner that aligns with the player’s fighting style and strategic approach. As an example, I’ve had the player character target an enemy with an attack when it wasn’t my intention. In one instance, I was attacking one enemy and executed a sweep to take that character down for a few seconds. This should have given me time to deal with a second enemy that was approaching. The player character switched its target to the second enemy when I performed the sweep. Since the second enemy was both further away and on the other side of a table, the sweep had no effect on the battle other than to leave my character vulnerable to attack. This phenomenon has surfaced on many occasions while I’ve played. It’s annoying. This further adds an artificial layer to an already difficult game. This does not incentivize gameplay exploration and experimentation. This pushes a player to only take the safest option since one can’t be sure that the moves executed will target the opponent desired. The game should definitely provide the player with more agency with enemy targeting.
Another critique with character movement is the implementation of running. Running is accomplished by holding down R2 and using the left analogue stick to direct the character model. However, R2 is also mapped to the dodge mechanic. This means the character cannot immediately take off into a sprint. The character will first hop in whichever direction the analogue stick is pressed before actually running. The hop creates a delay that hampers the player’s intent to – you know – get the hell out of there!
Lastly, I have one minor gripe with Focus attacks. As mentioned previously, Focus attacks are unblockable by enemies. This is good. When a player hits L2/LT time slows down and a selection wheel appears. Using the left analogue stick allows movement around the circumference of the wheel to highlight the desired move. Releasing L2/LT causes the character to execute the highlighted move. Although time slows down, it doesn’t crawl. Additionally, Focus attacks have a range limitation. I’ve gotten hit before because enemies were close enough to reach me before I could make a selection from the Focus wheel. The timing could be slowed down more when the character is in Focus. Also, targeting is automatic here, as well. It would be appropriate to provide a mechanic that allows the user to select both the move and the desired enemy based on all enemies within range.
Not What Many Expected
Like many others, I thought this game would be a classic beat’em up styled game much like Nintendo’s old Kung Fu or Streets of Rage from Sega Genesis. However, that is not this game. This game has a deeper design geared toward being punishing. Thus, it is more of a souls-like game with a kung-fu skin.
Additionally, the final boss is particularly challenging. I recall watching a speedrun on IGN’s YouTube channel that featured commentary from members of the development team at Sloclap. One of the designers mentioned that the final boss is a skill check that makes sure the player has mastered all of the defensive skills in the game. The defensive skills are: block, parry, avoid and dodge. The first time I reached the final boss, I had traversed the entire game without using the parry feature. I was able to eventually beat the final boss without this. I only needed to master parry in order to meet the challenge requirements for trophies that require the player to beat the game within certain age ranges. I would say that the final boss is not really a skill check. The game only becomes a skill check when attempting to accomplish more difficult challenges. Considering that only 21.7% of all players have beaten the final boss and, subsequently, the game itself, I’d say that there’s enough of a skill check without needing all of the mechanics to beat the game at any age.
While on the point of difficulty, I’d like to discuss the game’s approach to difficulty. The challenge is not impossible as designed. But it doesn’t seem approachable for all. As stated previously, only 21.7% of players have beaten the game even with an easy difficulty mode available.. If r/SifuGame and GameFAQs posts are any indication, then many players have simply put the game down due to significant spike in difficulty during gameplay between the first and second levels. According to trophy data from psnprofiles.com, 78.3% of players have beaten the first level. However, 47.4% have beaten the second level. That’s a dropoff of over 30% with respect to the total number of players who own the game. And the game has 3 more levels after this point. Continuing to look at the data, 33.8% have beaten the third level and 27.7% have beaten the fourth level. At this point, we’ve experienced another 20% dropoff in progression amongst all gamers who either are playing or have played this title. I believe this phenomenon is tied to the fact that most players expected a lighter, more casual experience compared to how brutal the difficulty actually is. Prior to the May 2022 update, some users on Reddit continually posted over asking when the game update will release that adds an easier mode. While some users believed that they could get good at the game, many argued that they did not have the time to put into elevating their skills. Still other players simply admitted they wanted a casual experience. Since there was no difficulty selection available at the time, users couldn’t train themselves on easier levels and progress to harder difficulties once they’d become accustomed to game mechanics while playing on a mode that is more approachable. It would seem this is not an invalid critique since Sloclap released additional difficulty modes in the May 2022 update.
Gameplay Score
Unfortunately, for every positive there are features with questionable implementation that dull the shine of gameplay. This makes gameplay feel quite mediocre for a game that gives the impression that it should be much better. And the camera is so bad that it’s almost laughable. They weren’t even able to make it better with the supposed upgrades put into this year’s software updates. I have to give gameplay a 5/10.
GRAPHICS
It’s A Good Look
The graphics are basic, cartoonish CGI in style. I think this fits well with the game. There’s enough detail that the feeling of both real characters and a real world are apparent, but it’s not hyper-realistic. The style is consistently implemented throughout all settings.
There are many sections of the game that feature readable content on walls such as plaques, graffiti, flyers and notes.
Prompts that indicate which button to press for interaction are clear. The character appears natural when using weapons and other environmental objects.
The settings for each level seem true to form and look good based on the atmosphere intended.
- The Squats
Junkies, empty beer bottles, hallway brawls, and seedy basements used to construct illegal substances with bags of cash on the ground. - The Club
Dance floors, DJs, glow sticks, fights through VIP sections with throwable bottles of sparkly, and an underground fighting operation that leads to the boss. - Museum
A full on gala of exhibits that includes interactive components, a hallway fight scene with glorious art strewn on the walls, and a deep dive into the boss’ twisted mind. - Towers
Office buildings, elevator shaft battles and an underground dig as corporate forces search for arcane powers. - Sanctuary
A meditative, holistic compound that houses individuals who speak softly but attempt to murder you among massage chairs, rooms of herbal remedies and mountain overlooks.
Dings in the Paint
There are optional skills that allow use of a weapon until it breaks. This means once a weapon has been destroyed, you can still throw the handle at an enemy to do damage similar to a thrown weapon (bottle, etc.). There are times that the handle of a weapon will fall, but you can’t pick it back up to throw it. I don’t know if this is by design, but the graphics should have the handle shatter.
Staffs are usable in the second boss fight. If the staff is dropped during the second phase of the fight, then it can’t be seen from a distance. The ground’s coloring in this phase is too close to the color of the staff. Weapons shouldn’t be concealed in this matter. There should be a graphics indicator that allows the user to find the weapon.
There are several sections of the game in which the player character can climb walls. These are mostly optional. The only required climbing is in the first level when running the non-short-cut route. The climbable walls aren’t clearly differentiated from basic background components. Usually, games will distinguish surfaces that are interactive by slightly changing the gradient, highlighting the section, or adding a specific color and/or pattern. There is none of that here. Many gamers have found these surfaces by watching videos where different gamers have found different climbable surfaces. These interactive components should stand out more.
It would have been interesting to have more civilians around since all of the levels are in public locations.
Graphics Score
Overall, the graphics are good and do not hurt the game. Due to the few, minor critiques I’d say graphics score at 8/10.
STORY
Warning: This section contains spoilers for the story of the game “Sifu.”
Plot & Narrative
This game features a basic revenge story. Five martial arts masters murder the protagonists father when he/she is a child. Once both grown into an adult and sufficiently trained, the protagonist sets off to deliver comeuppance to the offenders.
Some dialogue is provided that indicates that the group had a philosophical disagreement with the father character. This lays the groundwork for the assault that provides the motivation for the game’s plot.
An interesting twist to the game is that the player can choose to spare the bosses instead of killing them. This unlocks both an alternate ending and a secret ending.
Since the game still tries to lean on the concept of old-school beat’em up, it also tries to lean on a paper-thin story. Given that most players will indeed want to continually wade into the battle, this is seemingly ok. However, this is a punishingly hard game, and it would probably be a good idea to reward the players’ hard work with a more in-depth exploration of the story concepts.
In the background of the violent act perpetrated against the father character is knowledge of mystical arts and artifacts that can challenge human mortality. The murderous clan that exacted the expiration of the father character and their minions provide hints through dialogue that their faction disagrees with the use, or lack thereof, of the mystical arts as protected by the father character.
And that’s where it ends.
The story should have been a bit more clear about the philosophical argument here. Surely, most gamers will be able to read into what’s going on here, but I think there should have been additional story content in the form of cut scenes – possibly even using flashbacks – that delve into the merits of each side of this argument beyond, “These arts are sacred and not to be used frivolously,” verus, “These arts should be used for the good of all humankind.” This is a flat, paper-thin presentation of a storyline that could have been more complex and palatable.
Characters
The characters are just as thin as the plot. Uncovering the deeper philosophical disagreements would open the door to learning more about the father character and his murderers. We could learn why they are so tied to their stances. However, since there is no attempt to delve into the story to any significant degree, the characters exist merely as caricatures.
Pacing
There’s really nothing to see here. You’ll fight through a level, reach a boss, and exchange some minor dialogue. Then it’s on to the next.
Story Score
The story is okay given what the game is. I’d say it ranks 7/10 since it only takes a shallow wade into what could be an interesting philosophical debate.
CONCLUSION
Upon writing this article, I’ve found that there’s a lot more that I like about this game than I thought from experiencing it. However, this indicates that something isn’t working with the game, as a whole. Could this be an odd situation in which the whole is actually less than the sum of its parts?
Either way, I think this game is a decent pick for those who are willing to put time into learning mechanics that provide a challenge by restricting player freedom and forcing a narrow style of play. The fun here is definitely in being able to overcome the challenge. Greater freedom in player expression would be easier to approach if the game did a better job at rewarding exploration and experimentation. As it is, that isn’t the case. And I think the low completion numbers indicated by trophy data agree with me.
Averaging the individual scores out, I give this game a 6.7/10.
Given that the price point for Sifu is $39.99, you’re not paying AAA prices for the game. This is fair since the game isn’t a AAA offering. It’s priced reasonably for what it is. Although I wouldn’t fault anyone for waiting for it to either go on sale or end up on Playstation Plus.