![]() ![]() Instead of spreading your points out and buying a bunch of skills to help you in your current run, you could instead opt to pool the points into one skill and work towards unlocking it as a permanent upgrade that persists on all future runs. There is, however, that element of single-run progression versus permanent progression. But I wouldn’t go that far, as the randomization elements that are key to that genre don’t seem to be present in Sifu. The demonstration also touched briefly upon unlockable skills and upgrades, which can be purchased from shrines, but what’s interesting is that your upgrades and skills are lost upon death, which almost moves Sifu into a roguelite territory. I saw a lot of fighting over the course of the demonstration, and yet every scrap had a unique feel to it thanks to the unique placements of objects, hazards, and how the player was able to turn a bad situation around by using the environment to their advantage. By positioning himself next to a counter and luring the enemy in, the player was able to dodge a strike, and then slam the enemy’s head into the counter for a quick knockout pieces of furniture will get destroyed as combatants get knocked through them bad guys will either surrender as you take out their friends, or become enraged and become even more dangerous when they’re the last one left. What really struck me the most about the combat, though, was how contextual and reactive everything was. ![]() Despite it being a developer-led hands-off demonstration, the combat still managed to have a very improvised look to it, with the player having multiple options to deal with enemies at any time. Bottles can also be picked up and thrown, and even objects on the floor like ottomans can be kicked towards enemies to knock them off their feet. In one part, the player was picked up and slammed through a partition, which then allowed him to pick up a wooden piece of it and use it as a weapon. There’s a ton of destructibility in play as well. There’s also a focus gauge that allows you to slow down time and target specific body parts that each cause a different effect when hit. ![]() You can throw enemies into walls, down stairs, through guardrails, over railings, and so on and so forth, making it a vital technique. You can parry by timing a block just as an opponent strikes, which will stun and open them up for strikes or a directional throw. Block too often, and your meter will decrease until eventually your guard is opened up. By continuously landing attacks, you’ll deplete their structure meter, eventually opening them up to a takedown or execution. For one, at its core is a structure meter that governs both your own and your opponents’ ability to block. On a fundamental level, Sifu’s combat very quickly brings to mind the Batman Arkham games and most specifically, Sleeping Dogs, but there are some key differences. ![]()
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