A reader offers their review of Sifu and explains how they forgave the difficulty and poor storytelling for it to become a new favourite.
I know how Keanu Reeves felt now. When Tank plugs him into the Matrix for a day of combat training, it seemed to shock then thrill. ‘Do you want some more?’ Tank asks. ‘Hell yes,’ Neo answers. Such is the journey I have taken by playing Sifu. First shock (it’s quite hard!) then the thrills, and finally learning the game so well. I may as well see the code of the Matrix itself, just as Neo did when he fulfilled his destiny and became The One. Cower before me pathetic, puny polygons, for I know kung fu.
But… let’s rewind a little. GC’s lukewarm review was almost enough to put me off. I am a fan of hard games but being criticised for occasional unfairness, and piling atop a sky-high difficulty with some roguelite elements and a weird upgrade tree? Eww. Luckily one of the pros was an excellent combat system, so money was parted with, megabytes downloaded, and thumbs prepared to power through the path of pain.
Sifu is a revenge story. In the prologue, your father is murdered by five kung fu masters and they discover a little boy cowering in a cupboard. Normally the bad guys let the kids go at this point, only to curse their mercy later. Not these guys, who clearly don’t mind murdering little kids either. Unfortunately for them, you are in possession of an amulet which constantly brings you back to life, and oh boy is that amulet going to see some use over the course of this game.
Set over five levels, each tasks you with offing one of the group responsible for your father’s death, and ultimately, gaining revenge. But the serviceable story isn’t important. Let’s talk about what Sifu does best:
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