variance to keep you on your toes.
Inscribing attack patterns into your
brain folds is a tried and true form of
fun, and I did delight in finally
snuffing out each boss, easily dodging
combos that once tormented me –
even the damned sweeping trip
attacks. But Sifu shines where
memorisation meets improvisation
and playfulness, an experience
mainly found in the
goon-filled rooms on
the way to the bosses.
You can produce
wildly diverse
combinations of
kneeings, elbowings,
kicks, punches, and
throws from just two
buttons and an analog
stick. (There’s keyboard and mouse
support, too, but it feels like playing
Rocket League that way: doable, but
weird.) It’s fun just to take part in
such a stylish display of imagined
(but mostly grounded) athleticism,
but Sifu’s brilliance lies more in
defence than offence.
You can slip and roll around and
under haymakers, kicks, and grabs,
which basic enemies telegraph
clearly like the amateurs they are
(thanks to Sifu being a singleplayer
game, it can slow down time to make
this easier). It’s possible to avoid most
attacks that way, and it’s enormously
satisfying to stand in place dodging
every foot and fist and baseball bat
that enters your airspace like a pro
boxer who outclasses their opponent
and definitely knows it.
When everything clicks, all your
moves flow together in long brawls
that look more like some amazing
movie action scene than something
you could possibly be controlling.
There’s a big fight inside the
nightclub level that can’t be avoided,
and so I’ve done it dozens of times.
It’s always a little different, but a
snippet of it might go something like
this: I run in and beat a guy to the
floor with a baseball bat, bounce it off
someone else’s forehead, dodge a
punch from behind me and then
throw a backhand into their temple
without turning around (the charged
backfist attack has become one of my
favourite unlocks), trip another
combatant with a kick and then
dodge an incoming punch by
kneeling down to hammer them with
punches, stand the tripped guy back
up and palm strike him over a
staircase, sending him tumbling onto
the dance floor, kick an ottoman at
another dude to throw out his legs,
too, and so on. There’s much more
you can do in just those five levels.
INTO DREAMS
But the kung fu revenge tale meant to
make sense of those levels comes
across like someone’s poorly-
remembered dream. In its
otherworldly China, nightclubs,
corporations and
medical centres are all
run by elusive kung fu
masters, a drug lab
transforms into a
bamboo grove, and a
museum elevator leads
to a moonlit night. Like
so many dreams, the
plot probably matters
more to the dreamer than to anyone
else, but Sifu’s logic can be enjoyably
uncanny and its visual effects are
fantastic. At one point, waves of
golden energy rise from a deep-earth
bell, seeming to liquify banded iron
ore in the cave walls surrounding
you. Rather than Sifu’s clumsy
dialogue and character barks, I
wanted that powerful foreshadowing
to be paired with some of Max
Payne’s noir monologuing, “My
future was ringing in my ears...”
Remedy’s waking nightmares in
Max Payne and Control do make for a
decent point of comparison, but
Quentin Tarantino films are really
Sifu’s nearest comparison. The
opening cutscene is reminiscent of
O-Ren Ishii’s animated origin in Kill
Bill, and like those movies it’s guided
in large part by a fascination with
cliché and archetype. Martial arts
films are the major inspiration for
both, and early in Sifu there’s a direct
nod to the hallway fight in Oldboy.
That first level doubles as an homage
to The Raid, taking place in an
apartment building strewn with
junkies who the protagonist notes
aren’t a threat, more or less informing
us that they’re just props.
They’re slightly more than that by
the end, as the expensive-looking
healing centre at the conclusion
provides some critical contrast. That
connection may say more about the
country I live in than China, though.
Sifu’s point of view on the nation it’s
set in is hazy. The Paris-based studio
worked with Chinese consultants,
and its creative director is associated
with a French Pak Mei kung fu
master, the chosen disciple of master
Lao Wei San in Foshan. Reverence
for that tradition and lineage is
obvious in the school that acts as the
protagonist’s home base between
levels, but the other places come
across like Control’s Oceanview
Motel: not generic, exactly, but
locationless. They could be part of
the fictional world in Sloclap’s
previous game, Absolver.
PRACTICE MAKE PERFECT
What is mainly gained from these
kung fu enthusiasts is the mechanical
videogame adaptation of a specific
style of kung fu. I can’t say whether
or not the character shows faithful
form, but the cohesiveness of the
moveset comes through brilliantly.
And I did have the experience of
‘mastery through practice’ that was
promised. In that way, Sifu’s focus on
kung fu tradition is a success, even if
the setting and story are mostly just
mystifying spectacle.
I wish I had recorded my first
blundering advance through the
opening stage so that I could see just
how far I’ve come. It’s hard to
remember being a novice after you’ve
trained so much that you can no
longer say exactly how you do it: at
this point, I just dodge when it’s time
to dodge and attack when it’s time to
attack. That’s a lot more complicated
to do in the physical world, but 30
hours with Sifu’s videogame version
can at least get you a heady whiff of
kung fu mastery.
85
The experience of
coolly beating up a
dozen goons at once
is worth enduring
Sifu’s lows for.
VERDICT
You can slip
and roll around
and under
haymakers,
kicks and grabs
YOUNG VS OLD
The pros and cons of getting older
YOUNG MASTER
· Has more health.
· Whole life ahead of him.
· Dad was murdered pretty
recently though, so that stings.
· Lots of muscles.
OLD MASTER
· Does more damage.
· Wasted whole life beating up
gangsters for revenge.
· Still sad about dad anyway.
· Good beard.
Sifu
REVIEW