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Sifu is a roguelite mashup of elegant martial arts that feels good

RNIS, additionally known as Kali or Eskimo/Scrim, is the national fighting style of the Philippines. The 3 are approximately interchangeable umbrella terms for the typical martial arts of the Philippines ( Filipino Martial Arts, or FMA), which stress weapon-based fighting with sticks, knives, bladed tools, and also various improvised weapons, in addition to open hand methods without weapons.

There have been projects for RNIS to be chosen in the UNESCO Intangible Cultural Heritage Lists, together with other Philippine martial arts. Since 2018, UNESCO has actually etched nine martial-arts-- related intangible heritages.

Just in case you post the question, Sight is a Cantonese word for master or skillful person. Of course, if you are a fan of movies or martial arts games, you probably already know it. If you can wrap your head and muscle memory around the next local strike, the title will be yours. But it will take time to get there.

Sight is the developer who created absolve, and it is not difficult to see this start of the party as a proof of concept. Sight is a martial art combat game with a little rogue lite in the sauce. Unlike so many kind mashups, however, this combination seems natural and logical. We will arrive at this rogue lite element in a minute.

Although nothing of this is in the demo, Sight has a story. Your family was killed and you want to avenge. There is much more than that, of course, like bosses and areas based on the Chinese elements of wood, fire, metal, earth and water.

At least in the preview demo I played, there was no preamble, but the full game will include a tutorial. I started in Wuhan, or attachment port between the missions. There, I could train against the AI, I could use points to add skills, or I could study a bulletin board that essentially listed the five zones and masters of the Kung Fu to whom I went to face. Whenever you fight in this area, more information is added to the table. The atmosphere is simple and minimal. Once ready, I headed for the mission. For the demo, I was sent to the opening of the second chapter of the game, a shabby club.

Missions take you to various locations — a club, a museum, an industrial area, etc. — But even if the environments will change, the principle remains the same. You are one against several. It's you, your skills, your fists, your feet and some basic weapons against groups of thugs and fighters. And they have the same skills as you. It sounds like a familiar chorus, but Sight does a lot of smart things and interesting.

One of the first and most innovative mechanical concerns death and aging. You have a magic amulet with a defined number of pieces. Whenever you die, you use a room to revive and join the fight. When all parts are used, you start a new race. You do not come back to life, though. Every time you look forward, you are a little older, but stronger. To counterbalance this, you come back with less health. This encourages you to approach the fight more aggressively.

During each race, you have the opportunity to visit sanctuaries, where you can buy skills and improvements. However, these only apply to your current race. If you want to buy permanent improvements in your dojo, you need to accumulate your points, which makes the race in progress much more difficult. The loss of skills during a race and the need to start a mission from the beginning add the Rogue lite element. Fortunately, although the skills available in the sanctuaries are random and change to each race, levels and enemies remain the same.

Although the game is several months off, the fight is deep but accessible and generally fantastic. Of course, you have the basics of martial arts like hitting, dodging, kicking and blocking, with a ton of combos and variations. Block too often and exhaust your structural counter, which opens the door to the attack. Of course, you can also use this weakness against your enemies. Sight really grows the player to assert himself.

Most encounters take place between you and small or large groups of enemies, so you have to quickly learn crowd management. Sometimes it means isolating one or two opponents, or use space to your advantage. Often, it means paralyze an enemy and take his weapon. You learn to avoid being surrounded.

SFU environments are incredible opportunity playgrounds. Highly destructible, you can use furniture as weapons, stun your opponents with bottles, slam heads against the walls. In short, you can be the Kung Fu master of martial arts movies with fists and feet of fury you dreamed. The fight in Sight is incredibly fluid. It can also be very difficult, but it has always been right. If, that is to say, I had the intelligence and muscular memory to know what to do. In a strange way, there was almost this atmosphere of Dark Souls, where the fight is overwhelming until you have the skills.

The art of Sight is stylized. It is not too concerned about detail but is colorful and evocative. It's also very intentional. Almost everything is useful in combat. I can not wait to see all Sight locations and how they visually handle the ideas of elements. More important than the graphics at the forefront of technology, that's what the fight looks like. Spoiler: He looks great, he controls well, and he has an impact.

Top 10 Martial Arts Anime With Epic Hand-To-Hand Combat And Overpowered MC I appreciated that Sight seems to focus on the laser to make his martial arts fights the centerpiece of the game. The idea of ​​the aging of the character, the elements of Rogue lite and the dozens of skills and improvements are all there to improve an already solid base. Does his gameplay become repetitive with time? Given the depth and challenge of the game, as well as opportunities for skills development, it seems doubtful. Whether you are an unconditional fan of Kung Fu or simply enjoying well-made action games, you should mark your calendars for the exit of SFU on February 8, 2022.

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