Sifu is a martial arts brawler where players are expected to die again and again, but unlike roguelike games each encounter isn't randomized, which can lead to gameplay feeling repetitive. Sifu has unique aging and death mechanics, and instead of reloading from a checkpoint players will continue from where they died but get slightly older due to a magical family heirloom the player character carries. It’s not the first game where players can still make progress after death. In fact, there are many roguelikes that do exactly this.
One of the games where dying frequently is a part of the story is the 2020 game Hades, in which players must battle out of the underworld, and if they die they must start from the beginning. They will unlock upgrades that persist between playthroughs, so in each run they are a little more powerful. However, the rooms, boons, items, enemies, and other encounters are randomized, so no two playthroughs are the same. Even the story and dialogue vary based on the encounters the player character, Zagreus, had had in the previous runthrough. Hades even won a Hugo Award for it, the first game to do so. Sadly, despite repeat playthroughs being a core mechanic of Sifu, it lacks the randomization of other roguelikes, meaning the more players day, the more repetitive the game can end up being.
Related: Sifu Hands-On Preview: Parry, Counter, and Prepare to Die
For all its strengths in its exciting combat systems, Sifu can get extremely repetitive very quickly. The same enemies always spawn in the same locations, and the environment is the same through each playthrough. It is true that players will unlock new skills to become more powerful and can permanently unlock skills that carry over between
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