Sifu is a game that will break you
I did not have time to go out the sifu fighter, the game journalism broke. Most publications complain of too high the complexity and need for grind. Gleb with Stopgame could not pass the game, although he tried very hard, and then the editors of the YouTube IXBT channel spat, they even refused to try, they say, this is the worst game of all time and peoples, which instantly puts it into a state of rabies, and its creators just want to break through the feet. What is this? True or another proof of the incompetence of the players? (The question is comic, but in every joke, as you know. )
First of all, the player in the role of the main villain undergoes training. There is nothing complicated in this, and the game kindly shows the basics of the combat system. A weak blow, a strong blow, a dion, block, nothing supernatural. In the process, the antagonist kills all students in Dodze, including the main character. But thanks to the magical amulet, the protagonist comes to life and begins to prepare his revenge.
The plot is straightforward as a brick and is nothing interesting from the exception of the same amulet. Thanks to him, the player after death resurrects in the same place where he received a fatal blow. And here lies the main meanness of the game. After training, in which there is no strip of health at all, and a couple of first ordinary opponents, she ceases to spare, and from that moment you will begin to die. Very. Very. Many. Die. And every death adds years to the character. At first, the resurrection costs you the year of your life, the next two, three, etc.D. There are some opponents who lower the counter, but it is impossible to rejuvenate the character. So you die until 70 is hit by the hero, and then everything, finita la comedy, if you have not managed to go through the level, you will have to start it again. And if you could, your 65 -year -old grandfather still defeated the boss, then you should not rejoice either, because you will start the next level at the same age at which the previous one has finished.
And what is there on pumping, maybe it simplifies the game, but it is not for nothing that it scolds it for the grind? The pumping is really slow. In order to pump a skill forever, it is necessary to spend a six -time cost, which usually takes all experience from one level, but there is one large but. Skills do not simplify the game, they give you new combinations of attacks that are not easier, and more often complicated, performed than starting, so slow pumping is an absolutely justified solution, otherwise the player would have scattered eyes at the very beginning, complicating the and so difficult game. Pumping is needed so that one who has already mastered standard techniques does not get bored, and continues to try something new. And the ability to buy the skill is not forever, and on one race allows you to solve you like it or not.
So if pumping does not help, then what to do? Study. Until the player understands how the structure, parrying, block work, and, most importantly, the dodging in the block, he can forget about the successful passage of the game. Here, how is it important not to press the buttons thoughtlessly, because attempts to shut up opponents do not bring you closer to the creation of a motor reflex. At first, it is necessary to force yourself to act meaningfully.
But to comprehend the combat system is not so difficult. https://gamesnotongamstop.co.uk/review/prive-casino/ There is a block. When the enemy strikes the block, your structure of structure increases, a certain analogue of the concentration from Sekiro. When the scale is filled to the end, the character will miss a blow. Meanwhile, if the enemy’s scale is filled, you can instantly finish it off.
But the most important ability in the game is the corruption in the block. Clutching the block button to the player needs to press the movement key to the side opposite to the impact. If the enemy beats on the right, press to the left, if on the left, press right. When hitting in the torso, you must press back, when cutting – forward. It sounds simple in words, but there is no indication in the game, so you can only trust your eye, and subsequently experience and motor reflex.
Differently selected instructions of the near -combat are lying on the levels. Bamboo sticks, batons, knives, staff increase damage on the enemy and have, in addition to standard, their own combinations of attacks that need to be pumped, and bottles, bricks and other garbage, lying underfoot can be thrown or simply broken on the enemy’s head.
There is still a concentration that slows down time and allows you to choose an enemy’s weak point for an unclosed attack. But you should not rely on it, the maximum that she can do is to save once in a difficult situation or in a fight with a strong enemy, after which it must be accumulated, using blocks, dodging and parrying.
During the race, you will meet altars on which you can pump a passive skill. Some are pumped free, but the character should be younger than a certain age. Others open with a certain parameter of the game account, the more skill you play, the higher the score. And finally, the third, which will cost the experience of the experience for which active skills are pumped. On one altar you can take only one improvement, so you should choose your play style.
As you can see, the combat system is thoughtful and integrated, and the situation with complexity resembles what happened once with the “Duma”. The restart of 2016 did not like some players, they said that the game is too boring. The problem turned out to be that people went through the whole game with a starting gun, the balance of complexity allowed this. Therefore, Eternal made it so that the player for the passage must use the entire arsenal. Otherwise, the game will simply become a ridiculous difficult. The same thing with Sifu, you either understand the mechanics and play beautifully, or do not play in any way.
But even when you dealt with the mechanics, the game continues to throw difficulties in the form of new opponents and combinations of opponents, so you will have to start over again and even the game will have to be more than once, and here, it seems to me, there is a stumbling block about which game journalists stumbled. They had a press copy and, accordingly, deadline, to which it was necessary to make a review, so they tried to go through the game. But this is a mistake. You, like a samurai, should not have a goal, only the path.
If you focus on the fact that the game cannot be passed, then with each next attempt your results will begin to deteriorate. Haste, an attempt to run a place that only recently passed without damage, and now you are a gray -haired old man, full of regrets. The pleasure is not in the passage of the game, the plot is uninteresting, the set of the mechanic is strictly limited and no surprises, except for new combinations, is not presented for 5 hours. Pleasure in the process, in the realization that the hand is firm, each pressing is clearly verified, and the enemy has no chance.
If the game was easier, this effect to an ordinary user would be impossible to achieve. Remember all these muviks by Dysonorod. Yes, it looks beautiful, but why to suffer if you can go somehow in a simple way? Sifu does not give this opportunity, and allows you to feel like that YouTuber. No, even more, it allows you to feel like a master of kung fu, which means that she copes with his task in full.
Of course, the developers could go along a simpler path, make another copy of the Batman Arkham series. Through beautiful animations, timely slowdown and counterattacks, create the impression that you are fully controlled by the character’s actions, while you actually press only two buttons. But never, in any game about the defender Gotham, you will feel such a sense of control as standing in the middle of the corridor of a nocuted bodies in Sifu.
Almost to the ideal, a honed combat system, excellent music and interesting visual gives the game 8 points out of 10. The assessment is reduced for a very miserable plot and some technical flaws, such as a Japanese camera, which shows from time to time a wall instead of the enemy.