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impressive sales figures… but frustrated gamers?

SIFU reveals its sales figures for its first week of existence and could already grant players several degrees of difficulty.

On February 8, SIFU was eventually released on PlayStation and PC consoles. Far from being an event outing, like the next Horizon Forbidden West, SIFU was still awaited by a solid community, fond of action games and fights. This enthusiasm was quickly reflected in the game’s sales figures, which announced its first results after less than a week.

Sloclap has indeed revealed that 500,000 copies of SIFU had been sold around the world, all platforms combined. On Twitter, the studio thanks all day one players, and looks forward to even more success in the weeks to come. It must be said that SIFU is a game like no other, mixing martial arts with visual arts, both fields in which technique is king.

As a reminder, in SIFU you play as a young man, master of kung fu, in the grip of a burning desire for revenge after the assassination of his teacher. Simple on paper, this adventure takes us through several levels in which there is no shortage of enemies. But the young man has a major asset: when he is on the ground, he comes back to life thanks to a magic pendant. However, each death makes him live a little older, until he can no longer get up.

Soon several levels of difficulty?

It goes without saying that SIFU is reviving a debate almost as old as video games: that of difficulty. To emphasize combat, and its extremely well-honed resurrection system, Sloclap currently only offers one difficulty that players must live with. It therefore ignores an adaptable gameplay according to each, or at least two or three different player profiles.

These remarks undoubtedly caused the studio to lose some sales opportunities, and surely frustrated more than one, eager to get their hands on the game. This is why the studio finally decided that SIFU would be entitled to a few levels of difficulty, one easier and another more difficult, in addition to other options concerning accessibility. This aspect will be added with the next game update, which does not yet have a specific release date.

Only, for some, this news looks like the most total heresy. By choosing a single difficulty, Sloclap had shown its ambition to establish itself as a surmountable game but with a lot of patience and above all technique and mastery. By abandoning this idea in favor of an easier difficulty, challengers believe that this update will simply distort SIFU and empty it of its primary meaning.

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