Complexity Sifu We discussed in many reviews and comments, but there are also statistical evidence: judging by the achievements on the PlayStation, a huge number of players have rested on the second level and cannot go further.
PlayStation shows the percentage of players who received this or that trophy. U Sifu There are a number of achievements that are issued at the end of the level. Thanks to these two factors, we can see where most gamers are stuck.
So, statistics on the completion of levels in Sifu on the PlayStation 5 (the version for PS4 is considered separately, but there are similar results; note):
Typically, a decrease in plot achievements occurs naturally: someone is bored, someone is distracted by other things, someone is still in the process of passing. But natural reduction is smooth, and Sifu Between the first and second level, the difference is as much as 48.9 %. That is, almost half of the players could not complete the club!
Most likely, such a sharp fall is explained precisely by the complexity Sifu, And Gleb Meshcheryakov In his review, I complained not in vain. The developers deliberately put in the game very serious requirements for personal skills, but later they will still release a patch with reduced complexity (and increased too).
In fairness – on a PC, percentage of completion may differ. However Sifu is an exclusive Epic Games Store, and there the indicators are not revealed by achievements.
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The best comments
It looks like I’m missing possible profit here.
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The option is that people simply throw this hat, where you need to put the same actions on the same locations over and over again, and then beat the boss with the “type of two phases” in the style of “dodged, I am embarrassed, I got a fucking-deeded 0.5% hp-binding n times "is not considered? Seriously, I don’t understand where there is so much hype around the game. It is not complicated, it, in principle, forces you to overwheel only the skill of perfect evasion, passing over and over the same locations. There would be a procedural generation of levels – I would still understand, but it is not.
Moderately. But the bottom line is that every wounds are slightly different there, and the defeats are not frustrated because they move the plot. And here you just roll back to zero, and that’s all, all the same awaits you.
At the second level, two elite fighters in front of the boss is much more difficult than the boss itself. He will calmly into a dump from high attacks in a protective rack. And it would be nice to understand that the dodgers on Shift are useless in general in the whole game, since they are created only to reduce the distance during the battle.
Because the complexity is different. You complain about the reproductiveness. This is a normal claim. But the repetition and complexity are different properties that do not cancel each other.
The complexity of the gameplay is when it began to be associated with the speed of clicking buttons?
Yes. Again, complexity is expressed in different things. Through The Fire and the Flames in Guitar Hero is a clearly complex track where the transcendent speed of pressing the buttons is required, and the entire process of “passing” the track will be very reptile, requiring it to memorize, press the same buttons in the same places.
In a broad sense, when they say that the game X is complex, it is understood that it is difficult to progress in it – to swing levels, pass the plot, and achieve records. But complexity can be expressed in different ways.
And I could not pass the prologue.
And the nifig is like that. The same DS does not force you to grow up the same locations, bringing the result to the “ideal”, and the bosses there have several phases because it makes sense and diversifies the battle with them, and not because the developers worked according to the manual, which indicates that the bosses must have several phases. The complexity of the gameplay is when it began to be associated with the speed of clicking buttons?
You go to Sifu level – look at the result, etc.e, you understand that it did not work out very much, you need to re -turn better. The same level, with the same blanks placed in the same places. Well, damn it, the eighties game design! I would understand, if it were a horned, where the level and pumping were randomized, but this is not. Continuity of gameplay and jerkye on the dials.
forces you to overdo it only the skill of perfect evasion, passing once after time the same locations
In fact – this is the purpose of the game. You, like GG, study to become a real martial art wizard. At first, you will be weak and you will probably come to the first boss. But gradually, you will understand the mechanics of the game, actively use them, learn new attacks and patterns of enemies. As a result, the race is even a complete level, and not through a short path, there will no longer be occupied for a lot of time and play years. And the presence of only 5 levels will not make the game too long.
The only thing I can complain about is to the camera and its management and the fact that the restart of the level drops open skills and they must naturally grin at the initial stages. On the other hand, the game looks and feels so cool that you even become a buzz to break your faces to local enemies, even if the location itself does not change.
And I agree. I like the style of play, how it feels, looks and sounds, but it’s just boring. People with straight hands who do not get stuck in one place for a long time, this is not so critical, but those who need to make efforts and increase reflexes are not in the insurmountable complexity, but in the same rooms with the same bols, placed exactly in the same corners that pronounce the same phrases. Without an element of a random, this bothers very quickly.
If anything, the same Hades I have passed with ten victories for the true ending, and the third was not knocked out of the trials.
That is, in Hades before the run you choose your weapon and is limited strictly by it.
So weapons are six. Plus randomizers that you will pick up in any case, completely changing attacks. This makes the wounds very different. In SIFa, if you go well and do not die (read: rarely, we will be realists), you don’t pump at all, you will have a basic set of blow, a weak one, one special attack, cutting. And omnipotent dodgers. Well, such a variety. The situation is yes, but interactivity is less than in such a situation I would like – most objects are simply lying, they cannot be used in battle.
Let these guys make Sleeping Dogs 2. It would be interesting to see what happened.
Other games create different situations, but the solutions are very limited. That is, in Hades before the run you choose your weapon and is limited strictly by it.
And in Sifu, every situation can be passed in a bunch of ways, each more beautiful than the previous one. In battle, every trifle plays a role – it is better to evade the blows of enemies with the bats because they can call on the face of partners, with tremors you can push the enemies towards the ground so that they stumble about them, the throws are especially useful on the stairs because each step inflicts damage when falling on it, and if the room is filled with interactive objects, it is better to throw weapons and defeat the weapons and defeat the weapons and defeat enemies Without even approaching them, using the skill of "possession of the situation".
In general, yes, I really like the fighting in the game and therefore the same locations do not bother. The game would be ideal in the spirit of Blood Palace from DMC.
Broken complexity? I have crooked hands but I killed the third one from four attempts for 30 years, and the fourth level was killed the first time at 36 the first time, and when I fought with the final boss, I realized that this is the most difficult boss in the game, but dying five times, I understood all his attacks and for me the final boss is the easiest in the game, he fights with his hands, so it is easy to insert the blocks and will be packed and there will be a slight victory, the game is not difficult. broken and you just play the game, do not learn, but do everything the same as the first time, I have no other explanation =)
I completely agree. We can say that in the game fights were closely close to real.
I am a slices from sports, and correct me if I’m wrong, but martial arts athletes do not complain that their rivals use the same techniques that need to be blocked or dodging.
Hades still Rogilic. And as for a sidelik there is also not too much variety, there are enough buildings of builds, but there are few enemies and locations, and there are few bosses criminal.
The second level is really complex, then easier.
I don’t see the difference in the game, I played on the gamepad, what the difference could be controlled? The game is the most or you about 30 frames? and what is the difference in management if I also played on the gamepad? I honestly don’t understand you =)
About the lower and upper. In the ax, they are highlighted.
So here they are illuminated by orange, you can press the block on time then you mate, you can dodge the block, or you can just hold the block button and you block the blow if the strip of resistance allows
