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Sunday, February 6, 2022

Sifu Review – A Test Of Resolve

Publisher: Sloclap
Developer: Sloclap
Rating: Mature
Reviewed on: PlayStation 5
Also on: PlayStation 4, PC

Mastering a martial art takes years – if not a lifetime. Disciples must hone their bodies to the point that they perform every attack, every counter, every movement with pinpoint precision. A skilled warrior must move without thinking. Likewise, mastering Sifu's combat system takes a high degree of dedication and practice. Like a true martial artist, you must push through the practice pains before you reap any rewards.

In 2017, Sloclap released the martial arts-themed action/RPG Absolver, which let players design their own combat system as they battled other online players in a unique fantasy world. Absolver suffered from its barren environments and uninspired quest design, but its core combat was solid. Sloclap's follow-up game sharpens that combat system around a more focused single-player adventure. The premise is promising, though the execution is flawed.

At its heart, Sifu is a simple revenge story. Eight years ago, a band of mysterious thugs brutally murdered your master, and you've dedicated your life to hunting them down and enacting justice. Unfortunately, the ringleaders of this attack hide behind dozens of bodyguards, and the odds aren't in your favor. But where your opponents have the numbers, you have the gift of resurrection. A magical talisman at your hip revives you when you fall in battle. The catch is that each time you die, you age. Every death adds one digit to a death counter that dictates how many years you age during rebirth. For example, after your first death, you only age one year, but after a few knockdowns, you can lose five or six years in a matter of seconds. This aging system is a neat way to track your progress across the game, and I liked watching my character's posture change as the grey hair and wrinkles set in. 

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Sloclap designed its combat system around the movements of Pak Mei kung fu, a centuries-old martial art full of fluid and often explosive attacks. These stylized characters and fluid animations allow for stunning combat encounters that feel ripped from the very best Kung-Fu films. In one moment, I smashed an enemy into a table, sending broken glass and table legs in all directions. The next second, I kicked a basket across the room, sending one attacker tumbling to the floor before smashing a bottle across the face of another nearby foe. When everything fires on all cylinders, Sifu's battles are well-choreographed ballets of broken bones. And standing atop a pile of beaten enemies is an incredible rush I chased throughout the entire experience.

Unfortunately, flawlessly navigating Sifu's battles takes incredible precision with strict timing requirements that detract from the flow of play. Expert use of blocks, dodges, and counters are required to survive on these mean streets, and one simple slip-up exposes you to an opponent's attack. These foes also hit hard, taking off a generous portion of your health bar, which feels punishing. You earn a sliver of health back by performing advanced takedowns, but that recovery is meager compared to what you lose during a single enemy combo. Fighting enemies in packs ramps up the challenge, and you must maintain situational awareness and balance every threat while dishing out the pain. I love this added tactical element to combat, but I don't appreciate having to simultaneously fight the camera; enemies occasionally pop in from offscreen to disrupt your combos, and those attacks feel like cheap shots.   

Completing any level of Sifu is a sizeable but rewarding challenge. Unfortunately, the game's structure exacerbates that challenge. Once you reach the ripe old age of 70, your talisman completely breaks, and it's game over. When this happens, you must completely restart the level. A few unlockable shortcuts make each run at a boss a little more manageable, but I still grew tired of running through the same areas repeatedly until I'd perfected my approach. To make matters worse, you start each level at whatever age you completed the previous level. This makes logical sense, but from a gameplay perspective, it compelled me to continually revisit earlier levels to finish them at a younger age, so I had more years to play with later.

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As you earn your lumps, you also gain experience, which you can use to purchase new abilities. Some of these skills seem essential, such as the ability to kick environmental objects at foes. Shrines scattered across the environment offer additional perks like upgraded weapon damage or a boost to the amount of heath you regain after each takedown. Sadly, some abilities and perks are locked off as you age, which forced me to, once again, return to the early levels to grind out enough experience to unlock those skills before I aged out of them permanently. This entire process was a bit exhausting.

Like a 20-year-old combatant, Sifu comes out of the gate strong. Its core combat feels excellent, and the moment-to-moment action looks better than most Hollywood blockbusters. Sadly, as you progress, the action begins to show its teeth and eventually becomes a tiresome grind. Sifu deserves props for its incredible sense of style and tone, but it is also a great example of why growing old isn't always fun. 

Score: 7.25

Summary: Mastering Sifu's combat system takes a high degree of dedication and practice, but like a true martial artist, you must push through the practice pains before you reap any rewards.

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Thursday, February 3, 2022

OlliOlli World Review – Video Days

Publisher: Private Division
Developer: Roll7
Rating: Everyone 10+
Reviewed on: PlayStation 5
Also on: PlayStation 4, Xbox One, Switch, PC

Last week, I noticed my hand was sore. I didn't think much of it, mostly because I wasn't sure why it would be hurting. On Monday, while playing OlliOlli World, I found my reason. I'm not sure there's a better way to recommend World than that; it pushed my hands to their limit. 

Compared to the previous two OlliOlli games, which could be prohibitively difficult, World is simultaneously an easy-to-approach 2D skateboarding game with an impossibly high skill ceiling. Early on, the game does a great job quickly teaching you the basics of its trick systems (mostly tied to flicking and rotating the left and right thumbsticks) and then getting out of your way, dropping you in levels, giving you objectives, and letting you skate. Within minutes, I was pulling off increasingly large combos, and more importantly, having a fun time doing it. While I never truly got the hang of the first OlliOlli, in World, I felt compelled to continue to learn its systems because the game isn't front-loaded with frustration. Players of all skill levels should be able to find something enjoyable here. 

As the game goes on, that demanding challenge reveals itself – in the best and worst ways. As levels grow more complex, as you might expect, so too does your bag of tricks. There's an undeniable thrill to beating a level in one long combo – utilizing grinds, grabs, flip tricks, and manuals across varying verticality and secret routes. 

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Doing so means getting good at playing OlliOlli World very fast. Maintaining a long combo in later levels means constantly pulling off new tricks and being ready for what's next. It's fun and exhilarating to barely feel in control of what my hands are doing, yet impressed with myself for doing it at all – even if the complexity of controller inputs began to wear and tear on my hands. 

This is amplified by fantastic level design from both layout and aesthetic standpoints. While the game's cel-shaded, colorful veneer may present itself at first blush as simple and minimal, there are levels in World that are monstrous in size. The camera will sometimes pull out, leaving your player a tiny dot onscreen as it reveals the mess of rails and ramps surrounding you. Each level's various explorable paths also means you can replay them to discover new experiences and combo opportunities. Often, I immediately revisited a level to see how other routes stacked up and what challenges I could find there. The fact that the entire game looks like a watercolor painting come to life adds to World's overall charm – goofy characters and over-the-top designs were humorous to catch glimpses of as I sped by. 

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But one major sticking point with World is when it halts that speed. On several levels, I'd find myself stuck on a particular ramp or jump, trying over and over to find the ostensible single-pixel I needed to launch myself from to make the next clearing. On the one hand, this is arguably part of the challenge. On the other hand, repeating these sections ad nauseam as I repeatedly tried to find the precise place the game required me to jump broke up the overall flow of levels. Luckily, this isn't an issue with every stage, but I found myself increasingly stuck in particular pain points, especially as I got towards the end game. 

All in all, I really enjoyed my time with OlliOlli World. It's a gorgeous and goofy game that onboards new players well while also giving veterans plenty of challenge. There's even a silly story tied in about searching for the mythical skate gods of "Gnarvana" in the world of "Radlandia." It's sufficiently dumb in an endearing way and entirely skippable if you're not interested – which I wasn't after an hour or so. Despite some headaches thrown in the mix, I welcomed all of OlliOlli World's challenges, even when they came at the detriment of my own hands.

Score: 8

Summary: OlliOlli World is a fun ride through a goofy world. Even when it caused me actual pain, I enjoyed its many twists and challenges.

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Wednesday, February 2, 2022

Dying Light 2 Stay Human Review –  An Apocalyptic Renaissance

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Publisher: Techland
Developer: Techland
Release: 2020
Rating: Mature
Reviewed on: Xbox Series X/S
Also on: PlayStation 5, PlayStation 4, Xbox One, Switch, PC

Decades into the apocalypse, the undead forces roaming the world evolve and grow stronger with each passing night. And humanity is fighting back. Within strongholds scattered across The City, technological breakthroughs are born, and the tide of war is changing to favor the living. An electronic wristband keeps people from turning after a zombie bite, and even the most aggressive monster variants don’t stand a chance against the latest weapon innovations. But all is not well beyond these walls. Darkness lies within, and humanity’s most significant threat for survival is itself. Greed, lust, betrayal, and arcane politics could ultimately lead to its downfall.

Dying Light 2 Stay Human blends the terrors of the dead with the strife of life to create one of the most entertaining RPGs I’ve ever played. It is a triumph of storytelling, player choice, open-world design, cooperative play, character customization, and perhaps most importantly, dropkicking zombies off skyscrapers. It’s everything a sequel should be, growing the core formula in significant ways to make high-flying, zombie-slaying sizzle again.

Dying Light 2 does a fantastic job of creating relationships and making you question the motivations of characters you meet. These moments are brought to life with stunning visualization and plenty of dialogue

During the 50-plus hours I invested in this fantastic game, I often thought about playing The Elder Scrolls V: Skyrim for the first time, feeling overwhelmed by its wealth of content and not knowing if I screwed something up with a hasty decision. Dying Light 2 is drawn from that same breath, blending a rich world of discovery with choices galore. It’s an experience you can lose yourself in, and almost all of the content you unearth is significant to evolving both the story and your character.

Our guide into this wasteland is Aiden Caldwell, a survivor haunted by ghosts of his past who re-enters society at a tipping point. Aiden is a likable lead who is defined mainly by his choices. He lords over the city like an apocalyptic judge, often determining who lives, who dies, and which factions gain wealth and power. Most of his choices carry weight and bring closure or new beginnings for many of the characters he meets along the way. I often had to stop to think about the benefits and ramifications of a decision. Techland sometimes forces your hand in these moments by putting a timer on the more pressing matters to heighten their impact. And it works.

The city is vertical and varried, offering fun traversal paths and secrets galore

When Aiden heads out on a mission, the player is in for a real treat. Not only are the objectives well written, but they unfold dynamically and almost always push Aiden to bound across rooftops. Dying Light 2’s parkour system is a work of art set within a beautiful, sprawling city that doubles as an architectural playground. Clear pathways are littered across the environments, allowing Aiden to keep momentum and reach almost any location by just running, jumping, and using some of the game’s awesome gadgets. I won’t go into what they are as discovering them is part of the fun, but they all enhance the locomotion and are a blast to use. All told, this is one of the most satisfying and nicely designed traversal systems in FPS gaming. It feels better than the original game, is much more forgiving in reading jump intent, and reaches new heights through The City's soaring verticality.

Choice is even intertwined in a clever way for traversal. Depending on which factions you distribute wealth to, new interactive elements and other handy tools unlock in areas of the city. As I learned, sometimes Aiden's personal gains outweigh the needs of the people. These choices don't make you feel good, but they can make traversal and combat easier and should pay off in the long run.

Aiden’s missions offer plenty of variety, and sew puzzles and combat into most objectives. I was impressed by how varied, well-written, and dynamically composed the missions are. The critical path delivers the big set-piece moments, but the side material is vital to the overall narrative and is often lengthy. Nothing in this game feels tacked on – it’s all worth investigating. And it’s all made better through cooperative play, as you and three of your friends can team up or divide and conquer to claim territories, clear out dangerous dark hallows, and find valuable loot (like inhibitor boxes that raise your stamina and health). The dark hallows make it worth the risk of going out at night when the zombies are more aggressive.

Combat upgrades allow for punishment to be delivered, but not much variety in the weapons

Combat is the one area that takes a bit of a backseat to the other great content. It’s a huge part of the experience, and it's a heck of a lot of fun to eviscerate Biters, but the melee isn’t as advanced as the other parts of the game, and it doesn’t evolve much, either. Regardless, crafting blades that cough fire and electrocute zombies is satisfying, and that dropkick I mentioned is worth using as much as you can. Boss battles and swarm battles are made better through cooperative play as the difficulty (and hit points) scale up and create more dynamic encounters.

One fight against a titan pushed my group of four players to unload everything they had – Molotov cocktails, arrows, and carefully timed sword combos – before it finally dropped. The rewards that came after were well worth the effort. Mastering parry timing against human foes – who are as abundant as zombies – is tricky but not something you have to rely on as more combat moves unlock.

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Dying Light 2 is an engaging journey of discovery and gaining power. Almost everything you do embraces those dynamics. In evolving beyond the first game's offerings, putting a stronger emphasis on the characters helps shape the world in meaningful ways. Some of Aiden’s choices are difficult, especially those surrounding a character named Lawan – who is given a hell of a pulse by Rosario Dawson. I can’t say enough great things where his and her stories go. I adored almost every second of this game and see myself often revisiting it, as Techland has announced at least five years of DLC is on the way. That’s a wonderful promise to hear when starting a new game that has turned out this well.

Score: 9.5

Summary: Techland has crafted a monster of a sequel that is bigger and better in almost every way.

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