That Sleeping Dogs actually looks p. good to me. I might get that one.
Let's show them how it is done:
Let's show them how it is done:
Ehh, depends what you want to get out of the game. Devil May Cry example: you can beat the game using some basic attacks, but if you want to play how it is meant to be played, you do awesome combos and rank up that combo meter.come on dude, for as much love i have for sleeping dogs, it's an easy game, all it takes to survive combat is to not be too reckless.
Ehh, depends what you want to get out of the game. Devil May Cry example: you can beat the game using some basic attacks, but if you want to play how it is meant to be played, you do awesome combos and rank up that combo meter.come on dude, for as much love i have for sleeping dogs, it's an easy game, all it takes to survive combat is to not be too reckless.
Perhaps you can easily win Sleeping Dogs by default, but to play like it is a friggin Jackie Chan or Donnie Yen film takes effort.
The current Trophy data for Sifu on PlayStation 5 and PlayStation 4 tells quite an interesting story. Obviously the game's only been out for the best part of a week, but it's already abundantly clear that most players are having a hard time. See? We weren't lying when we said it was really bloody tough in our Sifu PS5 review!
Okay, let's start with the positives. 97% of players have beaten the Prologue (in which you can't actually die). Hooray! No, but seriously, this next one is genuinely impressive: 80% of players have beaten the first proper level, which is a really good start.
It does go downhill from there, though, and rather dramatically. The competition rate for the game's second level represents a gigantic drop-off, falling to just 27%. This suggests that the Sifu's second stage is kicking just about everyone's arse.
If you've played through Sifu, this probably doesn't come as much of a surprise. That second level is arguably the game's biggest difficulty spike — and beating the boss can feel like you're smashing your head off a brick wall until you're totally used to the defensive avoid mechanic.
As you'd expect, the Trophy gains get cut with every subsequent level — by around half each time. Only 3% of players have beaten the fifth boss.
As for other notable Trophies...
- Beat the Prologue - Common, 97%
- Beat the First Boss - Common, 80%
- Beat the Second Boss - Rare, 27%
- Beat the Third Boss - Very Rare, 11%
- Beat the Fourth Boss - Very Rare, 7%
- Beat the Fifth Boss - Ultra Rare, 3%
- Platinum Trophy - Ultra Rare, 0.3%
- Beat the game aged 50 or less - Ultra Rare, 1%
- Beat the game aged 25 or less - Ultra Rare, 0.6%
Someone should tell them that most games have these kind of drop offs througout the game.https://www.pushsquare.com/news/202...shows-second-level-is-destroying-most-players
The current Trophy data for Sifu on PlayStation 5 and PlayStation 4 tells quite an interesting story. Obviously the game's only been out for the best part of a week, but it's already abundantly clear that most players are having a hard time. See? We weren't lying when we said it was really bloody tough in our Sifu PS5 review!
Okay, let's start with the positives. 97% of players have beaten the Prologue (in which you can't actually die). Hooray! No, but seriously, this next one is genuinely impressive: 80% of players have beaten the first proper level, which is a really good start.
It does go downhill from there, though, and rather dramatically. The competition rate for the game's second level represents a gigantic drop-off, falling to just 27%. This suggests that the Sifu's second stage is kicking just about everyone's arse.
If you've played through Sifu, this probably doesn't come as much of a surprise. That second level is arguably the game's biggest difficulty spike — and beating the boss can feel like you're smashing your head off a brick wall until you're totally used to the defensive avoid mechanic.
As you'd expect, the Trophy gains get cut with every subsequent level — by around half each time. Only 3% of players have beaten the fifth boss.
As for other notable Trophies...
- Beat the Prologue - Common, 97%
- Beat the First Boss - Common, 80%
- Beat the Second Boss - Rare, 27%
- Beat the Third Boss - Very Rare, 11%
- Beat the Fourth Boss - Very Rare, 7%
- Beat the Fifth Boss - Ultra Rare, 3%
- Platinum Trophy - Ultra Rare, 0.3%
- Beat the game aged 50 or less - Ultra Rare, 1%
- Beat the game aged 25 or less - Ultra Rare, 0.6%
or more probably people were fed up with that shit and threw the game away. i know because i did.This suggests that the Sifu's second stage is kicking just about everyone's arse.
Let's show them how it is done:
I stopped at 00:35 when he said "players don't have to do anything challenging, because the game does everything for them". This might be true for the Arkham games, but he clearly hasn't played Sleeping dogs. The kind of combos you can pull out with skillfull play is bonkers. Sure, you can smash A to win, but why would you want to play the boring way instead of being awesome.
More than 500,000 copies were sold just 3 days after launch according to the Devs
One Million Sifus
In its first three weeks, Sloclap’s Kung Fu action game, Sifu, surpassed one million players
PARIS (March 2, 2022) – Hailed as an early GOTY contender and applauded by international critics in the east and west, the Kung Fu action game Sifu from independent developer and publisher Sloclap (Absolver) achieved one million units sold in its first three weeks of general availability. Sifu is available on PlayStation and on PC through the Epic Games Store for $39.99 (www.sifugame.com).
A trailer released today showcases a selection of the high praise the game achieved from critics around the world: https://youtu.be/_wJUhfFy-Xo
To date there have been more than 10 million hours played. Of the 1mm+ players, more than 45 percent have completed the challenging second level of the game, and are now on their way to completing their vengeance. Over 150,000 players have already mastered Kung Fu enough to beat Yang, the game’s main antagonist. Special congratulations to those who have managed to grow beyond their vengeance, and have now achieved Wude, i.e. - the game’s true ending.
“We are thrilled by the reception of Sifu from both fans and press alike,” said Pierre Tarno, executive producer at Sloclap. “We set out to create an authentic, Kung Fu action game that paid homage to our favorite Kung Fu films. We’re thankful for our fans around the world but we are especially humbled by the incredible reception the game has had in China. Our internal metric of success was how well the game was received there and knowing that fans in China are the largest segment of our sales outside of North America and the positive reviews from Chinese critics means a lot to us.”
Sifu is set against a detailed backdrop of a fictional Chinese city where players uncover an ancient mystery via a series of difficult confrontations that test their skills to the limit. To overcome seemingly insurmountable odds, fighters need to rely on a mastery of Kung Fu and a magical pendant that revives them after death. The cost of magic is dear, however, and drastically ages a fighter with each revival: time is the price paid for revenge.
Sifu’s main inspiration comes from classic Kung Fu fighting movies, with some of the developers at Sloclap having practiced Pak Mei Kung Fu and various other martial arts. Since the early stages of development, Sloclap worked in close partnership with Kowloon Nights to create an experience that feels authentic and respectful of Chinese Kung Fu culture. Kowloon Nights, through its network in the Chinese Games industry, identified key talents to collaborate on the game and provide feedback resulting in changes ranging from the look of the main character to details of the environment.
Alexis Garavaryan, CEO of Kepler Interactive, said, “The team at Sloclap crafted something truly exceptional that resonated with audiences across the world. Sifu is an overnight success years in the making that started with Absolver and the team’s aspiration to redefine the standard for martial arts games. We also thank our friends at PlayStation and Epic who gave us absolute world-class support and visibility.”
Find out today as Sifu is now playable around the world for $39.99 USD for the standard edition and $49.99 USD for the Deluxe Edition. Full Mandarin Chinese voice over is coming soon for both versions of the game, details on that to follow.
I am usually a ride or die mouse & keyboard man but I feel like this is so very designed for controller. Get a controller if you can, I think it will change your experience.I've tried to power through it, but combat was just too chaotic and not very fun.
Oh my god. This is not a button mashing Arkham game. Sometimes there is a bit of automatic movement to make animations work but it's a hard core fighting game through and through.How does combat work in this game? Skimming a gameplay video left me with the impression that it works like the Batman Arkham games where you simply have to press the counter button at the right time. Is it the same here or does it have actual movement/attack combinations like fighting games, for example Soul Calibur?