Already available as an early access to those who purchased the Deluxe Edition, Sloclap's stylish Kung Fu beat'em up roguelite is launching tomorrow on PC (Epic Games Store), PS4 and PS5. With references to martial arts film classics, the game follows a young student on the path of revenge and features a magical pendant for an innovative mechanic: each time you die, you come back stronger but also older. Microids will release standard and Vengeance physical editions on March 3rd.
Update: launch trailer (both in English and Chinese) added along with new screens.
All comments (5)
The game looks great and almost all reviews are positive, with the negative ones being very few and all saying it's too difficult, which is great to hear, since you will have incentive to get better at the combat. If those reviewers want easy, they can always play Mario games.
Most of well devised reviews that dwell on the way the the difficulty mechanics are made, mention it is at a great deal of fault in it, then making a lesser game for it, then, making a lesser reviewed game.
In a age of From Software Games, difficulty/fairness/accessibility and the way it is acheived are put on the miscroscope more than ever, and it being mention so often in this game, then there is something at bay.
I for one, liked what i saw from alanah pearce streaming.
Most of well devised reviews that dwell on the way the the difficulty mechanics are made, mention it is at a great deal of fault in it, then making a lesser game for it, then, making a lesser reviewed game.
In a age of From Software Games, difficulty/fairness/accessibility and the way it is acheived are put on the miscroscope more than ever, and it being mention so often in this game, then there is something at bay.
I for one, liked what i saw from alanah pearce streaming.
"It’s a valid discussion. I feel like our approach to these games, not just Elden Ring, is to design them to encourage the player to overcome adversity. We don’t try to force difficulty or make things hard for the sake of it. We want players to use their cunning, study the game, memorize what’s happening, and learn from their mistakes. We don’t want players to feel like the game is unfairly punishing, but rather that there’s a chance to win a difficult encounter and make progress. We understand that Souls-like games are regularly associated with impossible levels of difficulty with high barriers to entry. But we try to design the games to make the cycle of repeatedly trying to overcome these challenges enjoyable in itself."
To me, games like Sifu, Sekiro, Hollow Knight, Super Meat Boy, Celeste, Soulsborne, etc fit that description Hidetaka Miyazaki gave perfectly.
There's plenty of videos and articles about people with all sorts of disability finishing these games. Which again, just prove that what Hidetaka Miyazaki said is correct.
However, if there are people who are unwilling to put the time till they learn the basics and grow more skilled - no matter the reason, no judging - they can go play other games.
They can also watch a more skilled streamer or YouTuber someone and learn from them - I did this with Sekiro. Otherwise, they can just watch a full playthrough till the end - or just watch the story cutscenes. Infinite options for those unwilling to put the time and effort to get better at a game - for any reason.
On one hand, I hate those idiots who say "git gud" with a passion, on the oher hand, I don't agree with the notion that all games should be exactly the same when it comes to difficulty.
If a developer genuinely wants their games to be challenging in order to encourage players to stop, analyze, see the patterns and learn how to counter the games' obstacles in order to feel more confident about themselves and also learn patience, be more observant and grow as player - speaking generally, then that should be respected. That is the creator's vision and design, and as such, should be respected.
Games are skill based, both or either mentally and physically. Players need to overcome challenges in order to develop and grow their skills in playing games. Which will also help them grow more confident about their skills and potential in real life.
One of the most important lessons I've learned from gaming was that almost nothing is impossible, no matter how impossible it seems at first. I teached this lesson to one of my nephews while playing Super Mario 3D World, no less. Gonna relay it since it fits this situation perfectly.
My nephew saw that I was trying to achieve something - which I don't even remember what it was, but I remember I was failing over and over. After 20 minutes, he said to me:
"Uncle, give up, you will never achieve it. It's a waste of time."
I replied I would keep trying until I succeeded. I tried a few more times and was able to achieve it. Then my nephew, unprompted, said to me:
"Uncle, I was wrong. I'm sorry. I shouldn't have doubted you."
To which I replied that he should never give up just because something seems or is hard. My nephew learned both humility and perseverance. This is something games are great at teaching, for children, teenagers, adults, etc.
Sloclap is working on additional difficulty options, so this might seem like they were wrong, but they weren't. There's nothing wrong in asking more from the players when that's how the developers envisioned it to be.
There are a few films I don't understand, and while that is extremely rare, I don't want the filmmakers to make a dumbed down version just so I can understand their work. I just take what I could understand from the film and move on. The same goes for Theater, Opera, Concerts, etc. Games shouldn't be any different.
Lastly, since you mentioned Alanah Pearce by name, of whom I'm a fan, below is the link to a video - and the description - she made where she finishes the first level of Sifu easily and consistently without dying a single time, even though she made many mistakes in the final boss fight:
Alanah Pearce - SIFU: Finishing the first level with NO DEATHS
https://www.youtube.com/watch?v=aafHhssT4zU
"A few people asked me to make this, so here it is! Here's how I pretty easily/consistently finish The Squats without aging up, even when making plenty of mistakes in the final boss fight. You don't have to be perfect to get through level 1 by any means! "
Sifu isn't harder than a Hollow Knight, Soulsborne, Guacamelee, etc. People just need to go at it with the right mindset and persevere until they overcome the obstacles. That's the point of having challenge in video games. Otherwise it isn't an interactive medium if people are just watching it.