SIFU: A New Style of 3D Brawler.

Old_Hunter_77

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*sigh* It's a roguelike.

I was ready to buy this day-one but I don't know if I can deal with replaying the same damn level a million times. I will probably wait a bit for more reviews or something.
 

The Rogue Wolf

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Absolute hard pass for me- wouldn't touch this for free. I despise games that want to completely ruin the experience for me just because I didn't do things exactly how the developer wants me to. "Oops, you didn't manage to parry that one enemy who jumps out of the shadows? Might as well start completely over, scrub. Git gud."
 
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BrawlMan

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Absolute hard pass for me- wouldn't touch this for free. I despise games that want to completely ruin the experience for me just because I didn't do things exactly how the developer wants me to. "Oops, you didn't manage to parry that one enemy who jumps out of the shadows? Might as well start completely over, scrub. Git gud."
After seeing some reviews, the continue system is not too bad, but I can see where you're coming from. There are a total of 5 stages. How it works is if you died at a certain age of each stage, you will always start at that same age for the next stage. I.E, You died a few times and turned 25 in stage 1; you'll always start at age 25 in stage 2. They want you to replay levels over and over until you have attacks patterns and spawns memorized. There is another neat feature where beating mini-bosses and bosses the first time, will unlock alternate paths or short cuts on repeat/subsequent playthroughs. You can reduce you death count by beating specific enemies or certain amounts, but not bosses though.The only other way to reduce the death count for future stages is to go back in to an early stage and don't die, so you will start at a young age on the next level. Easier said than done of course. This game is clearly amount mastery and knowing difficult patterns.

I can see why you don't want to play @The Rogue Wolf, and you have my full respect.
 

Old_Hunter_77

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Best case scenario that I can guess is it's another Hades for me.
By which I mean- it is beloved, and I liked it very much, but by the time I finally beat the boss I was well sick of fighting the same things over and over. And then the "real" ending comes from doing that like 10 more times or something and I only got past one after dropping the difficulty?
I can Sifu being like that, where the core gameplay is tight and I love it, but then I'm frustrated at the difficulty, but there are also some permanent level-up things to keep me going just long enough.
 

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I went ahead and downloaded my digital copy. The game works fine, and I got the soundtrack and art book too. Gave Sifu its own folder.
 

Casual Shinji

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I've played it for a bit, got past the first level, and it really requires you to learn and remain on top of things or it'll kick you hard in the nuts.

I enjoy the combat well enough, and there are plenty of moments where you feel like a fucking badass, but unfortunately the swiftness and the harsness can overpower that feeling.

Also, I haven't really figured out yet what the L1 high and low dodge is really for yet since R2 also functions as a dodge, so... yeah.
 
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CriticalGaming

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I've played it for a bit, got past the first level, and it really requires you to learn and remain on top of things or it'll kick you hard in the nuts.

I enjoy the combat well enough, and there are plenty of moments where you feel like a fucking badass, but unfortunately the swiftness and the harsness can overpower that feeling.

Also, I haven't really figured out yet what the L1 high and low dodge is really for yet since R2 also functions as a dodge, so... yeah.
As far as I can tell the bob and weave function while holding guard seems to be evasion for when you have memorized enemy attacks and want to stay in the heat of the fight, versus just outright dodging away. It feels like something more for top tier player rather than normal players just getting through it.
 

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Getting the hang of the combat mechanics and the quirks of the system. That sweeping focus attack is essential. Sliding over banisters, tables, chairs, etc. make great evasive maneuvers and gives you breathing room. I replayed the first stage and only died once to the boss, but no problem. I recommend taking a weapon with you when fighting him. You can also, knock him or find some bamboo sticks to use as weapon during his second phase. It makes him so much easier. Thanks again, @hanselthecaretaker, for the tips and tricks link. Onward to stage two now. Max Dood got to stage 3 last night, but he was having trouble their.

Another I noticed is that running though the first stage a second time, allowed me to unlock shortcuts, because of the keys I found on my first time though.

 
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I made it to stage 3....AT THE FUCKING AGE OF 67! SEAN SUCKS! I tried going through stage 3, got far enough to unlock 1 short cut. So there we go. I died at the part where it's starts raining in the exhibit. I might replay stage 2 again to go through those short cuts I unlocked. I am calling it quits for the night.
SIFU_20220208221934.jpg
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BrawlMan

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I do find it funny IGN gave this game a 9/10, yet they gave God Hand 3/10 for the exact same reason. That second opinion was a insultingly hollow gesture, and became even more hollow when IGN tried to act like they're "with it" or "everything is cool" now. Fuck you, assholes.
 

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*sigh* It's a roguelike.

I was ready to buy this day-one but I don't know if I can deal with replaying the same damn level a million times. I will probably wait a bit for more reviews or something.
I've been playing, and yeah, screwed on that statement a little. It's not a rougelike. Levels are not procedurally generated. So the 3 Mintue Review messed up on their part. If you still don't want to play, then I can not fault you. Everyone is different.
 
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Old_Hunter_77

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I've been playing, and yeah, screwed on that statement a little. It's not a rougelike. Levels are not procedurally generated. So the 3 Mintue Review messed up on their part. If you still don't want to play, then I can not fault you. Everyone is different.
Oh are procedurally generated levels part of "roguelike?" Eh, I get confused on the unofficial terminology.
I mean I'll probably get this after my new controller arrives and I'm sure it works anyway, it looks so freaking cool and I'm not really playing anything else at the moment.

At various points Nick during his play-through was talking about how sometimes the "tells" and combos are inconsistent or not fair, would you agree?
 

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At various points Nick during his play-through was talking about how sometimes the "tells" and combos are inconsistent or not fair, would you agree?
I mostly disagree with Nick. The attacks and tells are consistent about 95% of the time (from what I've seen so far), but it's just a lot of memorization is involved with enemy attack patterns. And of course, exploiting those patterns. Knowing when to parry, when to duck dodge, and evades and side dodges are just as important. Occasionally there will be an enemy, or boss or two that does that sliding thing to catch up to you, but it doesn't happen at often. And even then, there's a way to get around that if you can vault or slide over surface environments.

Sort of off topic, I have a funny feeling that there will be a bunch of idiotic jackasses that uses this game as an arbitrary measuring gap for hardest game. Or those that uses it to either hate on or compare it Souls. By next week, expect three different articles about how this game needs an easy mode. Everything will start all over again, but I'll be ignoring all that dumb crap.
 
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CriticalGaming

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I mostly disagree with Nick. The attacks and tells are consistent about 95% of the time (from what I've seen so far), but it's just a lot of memorization is involved with enemy attack patterns. And of course, exporting those patterns. Knowing when to parry, when to duck dodge, and evades and side dodges are just as important. Occasionally there will be an enemy, or boss or two that does that sliding thing to catch up to you, but it doesn't happen at often. And even then, there's a way to get around that if you can vault or slide over surface environments.
I agree with Nick sort of. I feel like while you can learn most enemy patterns, there is a small chance that they will do something do out of nowhere and i have no idea why. It might be the AI reacting to a situational positioning between it and the player, or environmental differences where a normal enemy will do something different because a balcony or something is nearby. I have no idea.

Have you noticed anything off about defense. I swear half the time the block does no work for me, and the dodge will actually drag the enemy model with me to force me to get hit by a punch that I should have easily backed away from.

I still think SIfu is the best game to come out this week, but it's clear that it's too much for me. Shame that of the 3 new releases none of them have really filled the itch for a new game for me personally. Dying Light 2 could have, if it wasn't buggy. Oh well. I hope Horizon is good.
 

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Have you noticed anything off about defense. I swear half the time the block does no work for me, and the dodge will actually drag the enemy model with me to force me to get hit by a punch that I should have easily backed away from.
The blocking and parrying I've mostly gotten down consistently. Like I said before, the enemy dragging model thing has happened to me, but not that much so far. Like I said though, it doesn't make any less annoying.

I will say that compared to God Hand, Sifu ducking and dodging with the analog stick, is done better in GH. What helps is that in GH, you're ducking and dodging with R3 instead of L3. Plus, GH gives you so many invincibility frames with its dodges. Sifu does have invincibility frames with its duck-dodging/dodges, but it is inferior compared to GH's. God Hand does have more consistent enemy AI too, by comparison, but they're no less tougher. Hell, the bad guys in God Hand are still tougher than the ones in Sifu

Oh well. I hope Horizon is good.
Don't know what you're worried about. The game is most likely going to be more than fine. I'm not invested, but I already know it's going to do great and be great.
 
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CriticalGaming

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I will say that compared to God Hand, Sifu ducking and dodging with the analog stick, is done better in GH. What helps is that in GH, you're ducking and dodging with R3 instead of L3. Plus, GH gives you so many invincibility frames with its dodges. Sifu does have invincibility frames with its duck-dodging/dodges, but it is inferior compared to GH's. God Hand does have more consistent enemy AI too, by comparison, but they're no less tougher. Hell, the bad guys in God Hand are still tougher than the ones in Sifu
Sounds like God Hand is simply the better game then.
 
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Sounds like God Hand is simply the better game then.
Don't get me wrong, God Hand has its own flaws too (dynamic difficulty & a few lousy checkpoints). GH does outclass about 99.9% of 3D brawlers or action games that focus on melee combat. There's only a few better than God Hand. And even then, God Hand is still kind of unique as they're not that many over-the-shoulder brawlers.