Blessed be Sifu video game easy mode


The developers of Sifu have decided to integrate an easy mode. And this is excellent news for those who found the game too difficult to access.

The first time I played Sifu, I felt like I was hitting a real wall. Although accustomed to demanding games (Elden Ringthe Dark Souls, Cuphead and even, Ninja Gaiden), I couldn’t get past the second chapter of this kung fu video game developed by Sloclap. I ended up concluding that the gameplay, which recalls the technicality of fighting games with a very important place left to the sense of timing, was simply not made for me.

And then the studio announced the start of an easy mode, an initiative that I happened to deplore in other cases (like Returnal) — much more out of misplaced pride. On May 3, 2022, Sifu therefore welcomed an update that added three difficulty options: Pupil, Disciple and Master. Intermediate corresponds to the basic experience, while Master offers a very tough challenge for the more skilled. I immediately relaunched the adventure in the shoes of a student, which allows me to appreciate much more Sifu.

A scene in Sifu. // Source: Sloclap

The easy mode of Sifu is a fair challenge

Lower difficulty level for players who want a more lenient, but still full-bodied experience “, can we read in description, before starting the game. Suffice to say that Sloclap does not wish to betray Sifu no more. Student mode is certainly more accessible, but retains all the facets of gameplay that make it a title requiring skill. Because if the enemies are less aggressive, it is necessary to learn how to parry blows at the right time so as not to chain game overs. This is even more true against the bosses, who each have two phases to complete. In short, we must remain vigilant and, basically, Sifu will never be a walk in the park.

The other point that worried me at the launch of Sifu was the mechanics of old age. When the bar of life is reduced to nothing under the weight of the opponent’s blows, we have the possibility of getting up again by accepting to age. Normally, old age is indexed to the number of accumulated deaths. You gain a year at the first death, then two, then three… until you quickly become an old man and can no longer continue. In Pupil, the exponential character disappears: when you die, you only age one year at a time. This change makes a losing streak much less punishing.

Joystick in hand, this Sifu easier turns out to be much more relaxing, and we must applaud Sloclap for reaching out to those who, like me, have fallen on a bone and would like to be able to discover the other qualities of Sifu (chiseled gameplay, generally successful atmosphere). This may give ideas to other studios, sometimes singled out for their propensity to imagine games that are too difficult for the general public. Especially in the case of Sifu, the challenge remains. It is simply a little fairer and less discouraging.

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