As the last surviving member of his clan, young Sifu must avenge the murder of his father. He enters in to an unforgiving world where he has access to ancient martial arts that are all forbidden outside this island prison. Blending familiar Kung Fu tropes with RPG mechanics and Norse mythology, Huen-Ren Huang’s debut game is one for fans who want their games bloody and brutal

The “sifu ps5 review” is a game that has been reviewed by many players. The game is based on the film, “Unforgiven.” The player takes control of a martial artist who seeks revenge for his murdered family.

Sifu Review: An Unforgiving Journey of Revenge

Sifu was on a lot of people’s most-anticipated lists for 2022, and the title indicated it would have a martial-arts theme. That was all I knew going into it.

I wasn’t mistaken. From the music to the battle choreography to the whole ambiance, Sifu is the closest a video game has ever gotten to being an interactive kung fu movie. It seems like the logical next step in the development of the arcade-style beat-’em-up, with just enough story to keep things moving ahead and a bit additional magical realism for flavor.

It also has one of the most challenging difficulty curves I’ve seen in years. Sifu isn’t your typical “Soulslike” game, but it’s where your mind should be when you’re playing it. It will murder you again and over again, ruthlessly, and with a song in its heart.

Sifu Review: An Unforgiving Revenge Journey

Sifu begins when Yang and his four eccentric followers rush into a martial-arts school and slaughter everyone there. It is set in a vaguely contemporary, vaguely Hong Kong-esque metropolis. The schoolmaster’s kid, an unnamed 12-year-old whose sex is selected by the player, is included in this. They only have a chance of surviving because of the influence of a mystery talisman.

That youngster has been feverishly practicing for retribution for the last eight years. Yang and his gang have scattered throughout the city, and it’s up to you to slap the flavor out of every mouth that stands between them and you.

It sounds a lot simpler than it is. Sifu is similar to a Jackie Chan film if Chan’s character lacked his characteristic superhuman tenacity. Every stray strike has a quantifiable effect in Sifu, and it’s quite simple to die, particularly when outmanned. Even the most basic of thugs can and will beat you up, particularly if they get a knockdown.


Your talisman can revive you whenever you run out of health, but it only has a limited amount of uses. More significantly, each death adds years to your character’s age. As you go from a young punk to an elderly master, your health bar decreases shorter and your damage increases. Your current run will end if you reach the age of 80 or if you burn up all of the lives on your talisman.

It’s an intriguing push-pull, but it’s not particularly effective. In Sifu, being struck delivers so much damage by default that there’s no real advantage to playing as a youthful character other than a slightly larger buffer for blunders.

It seems like a penalty for not being struck, particularly when you encounter more difficult regular foes. If your character was quicker or had more health when they were younger, the system would make a lot more sense, allowing you to play Sifu like a more forgiving beat-’em-up.

Then, as you progressed to more difficult stuff, you’d progressively grow your character into a classic old master/glass cannon archetype with the firepower to deal with increasingly difficult foes.

There are a few shrines scattered throughout each level that may help you improve your stats, get bonuses, or reset your death number. With each KO, you get experience that may be used to unlock new moves and abilities, with the opportunity to permanently unlock them for future runs if you can afford to buy them several times.

But none of this makes Sifu’s life any easier. It’s a game that requires and expects excellence, and it provides very little in the way of easy wins. 

One-quarter of a mile, no brakes


If there’s one thing Sifu reminds me of, it’s the challenge of clearing a vintage arcade quarter-muncher like Final Fight or Turtles in Time on a single credit. Knowing each map, perfecting your talents, and getting through each combat with frame-perfect reflexes are all emphasized.

It was evading all the easy ambushes and unfair monster strikes then; now it’s learning enemy tendencies, being able to dodge or parry them on the go, and finding out how to clear out certain crowds as quickly as possible.

Because you don’t know the score yet, your first time through any level in Sifu may be difficult. Bosses have unexpected patterns, groups of opponents enjoy encircling you, and every stray corner of a map might contain a new battle encounter, often with a surprise miniboss.

With a covert approach, you can snag a few easy knockouts here and there — you restore a little health anytime you kill an adversary, so locating an oblivious lone thug is Sifu’s version of a hidden medkit – but they’re rare.

Sifu, on the other hand, doesn’t change its approach very often, so you can memorize each map and use it to your advantage. It’s simply a matter of honing your approach once you’ve a good idea of what’s going to happen next in any given stage. Sifu is a game where you have to put forth the effort.

However, I’m not convinced Sifu is as mechanically sound as it should be. It has a number of movements that don’t come out as consistently as they should, including parries and special attacks, which is deadly in a game where your life depends on frame-perfect reflexes.

This is the type of criticism I despise giving because I’m never sure if it’s my inexperience speaking or if there’s a flaw. It’s conceivable that I’m doing something incorrectly, but after a lot of experience, I’m confident in stating that Sifu’s controls aren’t as accurate as the game requires.

To some part, I believe this is due to the fact that many of Sifu’s advanced maneuvers are directional inputs, rather than more standard button combos, like in a combat game. You can learn to work around that, but it makes learning Sifu’s ropes more difficult than it has to be. It’s a game where you’re expected to run before you can walk.

The Package as a Whole


Playing Sifu gives you the the impression that it, like its protagonist’s life, is laser-focused on a single goal. The graphics and music are simple but effective, with occasional highlights, and the environments are generally linear, albeit with the occasional unlockable shortcut.

Even if you’re losing a battle, it’s smoothly animated. The tutorial, in particular, is well-executed; you play as Yang when he attacks the school, and he comes armed with a complete set of fighting talents that you’ll eventually acquire during the game.

Sifu, like the arcade games I’ve been comparing it to, is designed to do a single function. It’s difficult, at times nasty, and has that one-more-time addictiveness built in, where you always know you could do a bit better if you played the previous level again.

That type of ascent, on the other hand, isn’t usually my thing. It seems like a logical progression from Streets of Rage, combining stunning aesthetics with a challenging yet rewarding fighting system. However, the difficulty curve is just too severe for me to appreciate it.

If perfection was a bonus rather than a duty, I’d have more fun. If you’re thinking about picking this up in the hopes of making it the martial-arts brawler of your dreams, you should know that it takes a long time to get good enough at it.

Review of Sifu — The Bottom Line



  • Smoothly controls.
  • The images are simple yet evocative, and they’ll stand the test of time.
  • The majority of the time, they are harsh yet fair.
  • One of the coolest instructional levels I’ve seen in a long time.


  • There will be no casual play permitted.
  • Some of the Street Fighter-style move inputs are inconsistent.
  • Some key mechanics aren’t adequately described.
  • The aging process is unbalanced.

Take my thoughts on this with a pinch of salt. I understand the attraction of the game, as well as the effort, creativity, and skill that went into its creation, but I’m seldom in the mood for such a painful experience.

This has “cult classic” written all over it in my opinion, and players who devote enough time to mastering Sifu will make it sing in ways I can’t conceive. It’s a significant step forward for brawlers in general, since it not only apes the ’90s beat-’em-ups like Mayhem Brawler or Fight’N’ Rage, but also adds to them. Sifu has a lot going for it, but I can’t recommend it to a wide audience because of its questionably fair difficulty slope and the relative looseness of its controls.

[Note: The copy of Sifu used for this review was given by Sloclap.]

“Sifu Review: An Unforgiving Journey of Revenge” is a game that follows the story of a man who has been betrayed by his friends and family. The protagonist, Sifu, must travel through the world to seek revenge on those who wronged him. Reference: sifu rating.

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