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Sifu - Information Thread, update: Arenas Mode and Steam/Xbox release announced for March 2023


Commissar SFLUFAN

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7 hours ago, Keyser_Soze said:

This remind me of an article in PSN back in the day of the evolution of brawler/fighters using destructive environments and such. It took this long for it to happen.

It's actually really weird to me this was never fleshed out in fighting games in general really. Did you ever play Final Fight 3 on the SNES? That introduced stuff like throwing enemies into background windows, smashing background doors with enemies to open diverging level paths and things like that. Then you had Real Bout Fatal Fury doing all the cool out-of-bounds stage gimmicks. 

 

I always thought that kind of thing added a lot of fun to fighters and brawlers and potentially seeing it in full-force in a 3D title would be great. 

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  • Commissar SFLUFAN changed the title to Sifu (third-person hand-to-hand combat title from Absolver developers) - 22 February 2022 release announced
  • Commissar SFLUFAN changed the title to Sifu (third-person hand-to-hand combat title from Absolver developers) - 22 February 2022 release announced for PlayStation consoles/PC (EGS)
16 minutes ago, skillzdadirecta said:

Same for me. I had a lot of fun with Absolver when it first came out. Online was pretty awesome too.

I've never played that actually. What's really selling me here as well is actually the cool sound design of the combat...it sounds right and different, not like a typical cartoon-y fighter. That and being able to use the environment as much is great. Looks like a lot of fun. 

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  • Commissar SFLUFAN changed the title to Sifu (third-person hand-to-hand combat title from Absolver developers) - 08 February 2022 release announced for PlayStation consoles/PC (EGS)
  • Commissar SFLUFAN changed the title to Sifu (third-person hand-to-hand combat title from Absolver developers) - 08 February 2022 release announced for PlayStation consoles/PC (EGS), update - new video previews posted

New video previews:

 

 

 

 

 

 

 

 

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WWW.ROCKPAPERSHOTGUN.COM

We got hands-on with an early slice of kung-fu brawler Sifu and came away impressed by its aging system, which adds complexity to its combat.

 

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I’ve been hands-on with Sifu, a beat ‘em up action-adventure game by Absolver developers Sloclap. My hands weren’t exactly “on”, but more “around”, actually. That’s one thing I learned from my time with this kung-fu caper. To keep my fists flowing, I needed to be patient, and not mash the buttons. Seriously, slap those buttons with zero thought and you’re dead.

 

Death in Sifu means you age, and if you die lots, you age faster. Hit 70 and you won’t be rising from the dirt again. Instead, you'll have to start your quest for vengeance over from the beginning. While it can be tempting to cling onto your youth for this reason alone, I actually liked growing old, with my beard and my harder-hitting attacks. Not only do you develop a relationship with your body in Sifu, but your trips to the afterlife also help you master its myriad of moves. Sifu really does get better with age.

 

 

 

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WWW.CNET.COM

The martial arts action brawler coming to PlayStation 5 and PC balances slick combat with a thoughtful, yet brutal approach to player progression.

 

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While I like the concept of aging in Sifu, which fits well into the game's themes, this demo left me doubtful about its execution in the actual gameplay. Given the unforgiving nature of the combat, it can be easy to land in some situations where you have little room for error. During my second run of the demo, a battle I was able to finish in my first attempt easily, turned into a chaotic and intense bout that downed my character three times. By the end of the fight, my character had aged nearly a decade. Knowing that aging is permanent in Sifu, hitting a wall during a run through the game left me feeling a bit frustrated at how brutal failure can be.

 

Perhaps this was due to the nature of a short demo that's essentially just an isolated chunk of the game, but I often felt like I was getting annoyed with the coupling of the unforgiving combat and the permanent penalty of adding years to your character. I might feel more at ease with it in the final game and how it might better communicate and present these clashing mechanics. For now, though, it did come off as an overarching layer that seemed more of a hindrance than something to encourage better play.

 

That said, I can't deny that I was still impressed with Sifu's combat and atmosphere. It blends the grittiness of an urban action film with the spectacle of an old-school Kung-fu movie, and it's an entertaining and potent mix. The combat's flow and satisfying sense of speed left me feeling energized, and I'm interested in seeing the kind of battles and twists that this Kung-fu fable still has in store.

 

 

 

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WWW.PCGAMER.COM

Our first hands-on demo of the singleplayer kung-fu game.

 

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The camera can be a pain, as I mentioned. Backing up to a wall in a third-person game is almost always disorienting, and it's a bad tactical position in a fight, so the awkwardness makes some sense as punishment for overusing the free dodges. But why does it have to be so zoomed in when I'm just walking around? It feels way too close to the protagonist for me, a habitual FOV increaser.

 

The demo I played was put together in October, so it's certainly possible that Sifu will have changed by its February 8 release date. And I like it a lot how it is, although I should caution that Bushido Blade tournaments in my high school friends' basement conditioned me to be a sucker for this kind of thing. I like 3D fighting games, and I like it when they emphasize fragility and footwork.

 

It's a good sign to me that I quickly I started judging my performance in Sifu on style. Have I really won a fight if I won sloppily? If I blocked too much, or missed too many dodges? If I awkwardly dashed over to punch someone when it would've been cooler to kick a bottle at their head? Maybe for a first run, but not for a master. Sifu seems like a game you could repeat many times without ever being completely satisfied with your kung fu.

 

 

 

Sifu's pure kung-fu combat makes you feel like a master (Eurogamer)

 

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You open the door and immediately throw an empty bottle at a goon SMASH before turning your attention to another running around the corner. With a flurry of punches and a final kick BAM BAM POW you send him hurtling to a fighting pit below. More punches THWACK SMACK and the enemies are downed, the screen splashes a sudden scarlet and you move on in your relentless pursuit.

 

Sifu, out next year on PlayStation and PC, is an incredibly stylish take on kung-fu. Developer Sloclap experimented with hand-to-hand combat with its previous game Absolver, so a kung-fu game seems like a natural progression.

 

 

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WWW.THEVERGE.COM

These hands are rated E for everyone.
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Absent any significant story beats outside of a pressing but vague need to find a man named Sean, it’s hard to say how well Sifu’s story is developed. Sifu trades on powerful, culturally significant imagery of Chinese people and their martial arts tradition. Without careful consideration coupled with the involvement of Chinese people versed in these traditions during every stage of the development process, it’d be painfully easy for Sifu to fall into offensive or at least culturally insensitive stereotypes. I hope Sifu’s development didn’t fail to clear that minimum requirement.

 

From Sifu’s fluid, authentic-looking combat I can see why the game has been highly anticipated since its announcement: kung fu combat like this just doesn’t exist in video games right now. Plus, with a generation of gamers growing up on Chow Yun-fat, Jackie Chan, and Jet Li movies, the streets were aching for a proper kung fu / martial arts combat game. From what I’ve seen, Sifu fills that long overdue need.

 

 

 

 

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The best part of Sifu’s combat, though, is how much you’re able to use the environment as a weapon. Dizzy enemies can be thrown in any direction, and the throw is context-sensitive depending on where you’re throwing them. Throw an enemy near a balcony and you’ll just hurl them right over; throw them near a waist or chest high wall and you’ll smash their face into it; throw them in the direction of a glass barricade and they’ll stagger a bit before crashing through it. Wooden partitions can be broken and their pieces can be used as weapons, ottomans can be slid across the ground to knock bad guys off their feet, bottles can be flung straight off a table into a thug’s face; and you can smoothly scale walls or hop over obstacles to get the jump on a foe.

 

Smooth is the key word here. Almost everything in Sifu just feels silky smooth. The way strikes seamlessly flow into throws, the way your character slips a punch and then effortlessly throws a counter strike without resetting to any sort of neutral stance, the way every character reacts to getting hit – it’s all just some of the most impressive martial arts motion capture I’ve ever seen. The only thing that’s not smooth is the performance, which suffered significant slowdown whenever my character transitioned into a new area. Thankfully it never affected my ability to play, but it’s still something that I hope gets ironed out in the final release.

 

There are still some big questions that remain regarding how Sifu’s roguelite progression holds up over the course of a full game as opposed to just a single level, but as far as the core combat is concerned, Sifu is shaping up to be just as special as it looks. We’ll find out how the full game fares when it comes out on 2/8/22

 

 

 

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WWW.GAMESPOT.COM

We got hands-on with the upcoming beat-'em-up from Absolver developer Slocap.

 

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For those wondering where the title comes from, "Sifu" is a Chinese honorific meaning "master"--much like the more well-known "sensei" from Japanese culture. It's a fitting name for developer Sloclap's upcoming beat-'em-up, not just because of the game's kung fu stylings, but also because Sifu demands a mastery of its combat if you're to have any hope of reaching its conclusion. At least, that's the impression I took away after playing the demanding brawler for the first time. The hands-on preview build we were given only features a small slice of what's to come when the full game releases in February, yet this is still more than enough to showcase the depth and potential brilliance of Sifu's hand-to-hand action.

 

 

sifu-preview-featured.jpg
WWW.DIGITALTRENDS.COM

In a 30-minute long preview, Sifu has proven that it should be on everyone's radar for great games coming in 2022.

 

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But what really shines visually in Sifu is, once again, its combat. Your character is a machine, one who is made for quickly and systematically dismantling opponents. With the right moves, fights become their own pieces of art. The strikes to the chest, throat, and joints on the arms are quick and impactful. Finishing moves where bones are broken or heads are slammed against the game’s variety of interactive surfaces ooze confidence from your character. Sifu has managed to completely capture the knowledge and skill that comes from years of training and display it in the main character’s movements.

 

Sifu‘s preview was a short snippet of the game, something that I could beat in 20 or 30 minutes and ended up playing through five times over. The game is addicting and has solidified itself as one that I look forward to the most in 2022. If Sifu isn’t on your radar just yet, it certainly should be.

 

 

 

2ca604a3-e007-4310-ad4b-72b74b4b9bbb-cop
WWW.INVERSE.COM

'Sifu' delivers satisfying combat with a unique aging mechanic, truly evolving the beat 'em up genre.

 

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While Sifu isn’t a roguelike, the more you play, the more you’ll learn about new abilities, enemies, and shortcuts within individual levels. This makes every playthrough and death a valuable learning experience.

 

In this preview build, we ventured through a neon-drenched nightclub, hunting down our target and defeating everyone in our way as dubstep blared in the background. The game’s aesthetics can make you feel like a badass just as much as the gameplay, which seems like it will only get better the more a player invests in it.

 

We’ve come a long way from pummeling scores of identical pixelated thugs, but Sifu keeps the beat ’em up spirit alive while incorporating familiar elements from roguelikes and soulslikes. Developer Sloclap clearly recognizes that delivering a real power trip in a game isn’t just about giving players strong abilities, but about encouraging the player to learn the skills needed to take on the most formidable of opponents.

 

 

 

01LWnkBNIkGpTWcdL0WGBE8-5.fit_lim.size_1
WWW.PCMAG.COM

Sifu is a surprisingly robust and thoughtful action game that hearkens back to the quarter-munching arcade days of old, and Capcom’s cult classic, God Hand.

 

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Sifu has solid mechanical systems at work under the hood, delivering a style of action that is sorely missed since God Hand is no more. The brutal challenge, satisfying defensive options, and seamless environmental integration produces classic, arcade-style action that isn’t all that common these days. We hope Sloclap cleans up the performance and tightens up the action a smidge prior to its February 8, 2022 release.

 

 

 

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Actually, that’s pretty much how I feel about the Sifu in general. Having only played a small taster of the game, I’m even more excited to see what the full game looks like with all of the mechanics in place fully. I’m also looking forward to watching players mastering the systems and trying to get through the game and remain as young as possible.

 

Also, as a lifetime martial arts fanatic, the fights just feel and look good. Pak Mei Kung Fu is a wonderfully cinematic style of fighting, and watching it represented in Sifu is an absolute joy. Also, please look up the pronunciation of Sifu before saying it out loud, you’ll thank me for it when you’re correct.

 

 

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  • Commissar SFLUFAN changed the title to Sifu (third-person hand-to-hand combat title from Absolver developers for PlayStation consoles/PC (EGS), 08 February 2022) - new previews posted
  • Commissar SFLUFAN changed the title to Sifu (third-person hand-to-hand combat title from Absolver developers for PlayStation consoles/EGS), 08 February 2022) - new hands-on previews posted
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Smooth is the key word here. Almost everything in Sifu just feels silky smooth. The way strikes seamlessly flow into throws, the way your character slips a punch and then effortlessly throws a counter strike without resetting to any sort of neutral stance, the way every character reacts to getting hit – it’s all just some of the most impressive martial arts motion capture I’ve ever seen.

I'm so aroused right now. 

 

Also just watched some of that Alanah Pearce gameplay and this looks so good. There are moves that bring up basically a stick selection wheel to target specific body parts including 'eye punch' and shit like that. So cool. 

 

This video just made this shoot up to one of my most anticipated games

 

 

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56 minutes ago, Bloodporne said:

I'm so aroused right now. 

 

Also just watched some of that Alanah Pearce gameplay and this looks so good. There are moves that bring up basically a stick selection wheel to target specific body parts including 'eye punch' and shit like that. So cool. 

 

This video just made this shoot up to one of my most anticipated games

 

 

You should really play Absolver if you dig this. Absolver had an amazing combat system too including how you learned new moves. If you successfully defended against a move that you didn't already know, you eventually learned it and added it to your arsenal. Then you could create custome combo strings. It was pretty cool, especially when you fought against other players.

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4 minutes ago, skillzdadirecta said:

You should really play Absolver if you dig this. Absolver had an amazing combat system too including how you learned new moves. If you successfully defended against a move that you didn't already know, you eventually learned it and added it to your arsenal. Then you could create custome combo strings. It was pretty cool, especially when you fought against other players.

I somehow never paid attention to that one even though I've seen it mentioned positively on here. I think it's online multiplayer? Maybe that's why I ignored it but reading up on it now, it does sound cool, yeah. 

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