EDGE

Post Script

What’s my age again? How Sifu makes getting old feel new

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The trouble with getting old is that you don’t want it to happen. In Sifu, that is. Watching your character’s beard gradually form, lengthen and whiten might be the game’s single coolest idea, but in practice it’s also a sign things have gone wrong. Sharing progress with fellow reviewers, there’s a lot of lamenting our characters’ current ages. Too old for The Club, we moan, might as well be dead – just one of the many setups for an ‘and in the game’ punchline that had to be resisted in the writing of this Post Script.

Ultimately, ageing in Sifu might just be set-dressing for a pile of 1-ups or a stack of credits on the cabinet – there’s one moment when the camera shifts to a side-on view, a nod to Oldboy’s iconic corridor fight sequence that also helps position the game as a revival of the scrolling beat-’em-up. But it’s worth considerin­g this idea in the context of modern games, and specifical­ly the current golden age which work narrative justificat­ion into their handling of failure and repetition.

The most obvious example here is the recent trend for time loops, with attempts to take the fundamenta­l looping structure of most action games and finding a narrative justificat­ion for it. And while your character’s ageing suggests the exact opposite, Sifu is a time-loop game, in a strange way. The game’s events take place across a single night, which you, the player, are rehearsing over and over, like the attempts of Bill Murray’s character to optimise the seduction of Andie MacDowell’s. (It’s a shame, in hindsight, that Sifu’s release date missed the actual Groundhog Day by about a week. But then so did the movie’s.)

But time loops aren’t the only solution here. In the case of Sifu there’s a fantastica­l conceit which explains why you can respawn, something that proves central to the plot. You could also look to Dark Souls, with all its Humanity and Hollow lore and themes of cycles, or the way BioShock works its VitaChambe­r respawn points into the eventual twist. And more recently, the game that might be the high watermark in this regard: Hades, a Roguelike elevated by a story that was served rather than undercut by its repeating nature.

The common factor here, of course, is death. Because what’s really going on, beneath the superficia­l similariti­es of these stories, is a long-term, industry-wide experiment in structure – of the mechanical rather than narrative kind. We’ve referenced two old models already, both born out of the practicali­ties of the arcade and both mostly resigned to history. (Even Mario doesn’t bother so much with the green mushrooms these days.) For a while, the default solution for singleplay­er games was to keep the same linear forward momentum but simply remove the concept of finite ‘lives’.

But with the rise of the Soulslike and Roguelike formats, we’ve seen a growing amount of experiment­ation, in tandem with, and occasional­ly in opposition to, the widespread adoption of acquisitiv­e progressio­n systems. These are the two primary tools for sculpting a singleplay­er game experience right now: death and progressio­n. The interplay between the two has produced interestin­g results (in this very review section, you’ll find us wrestling with the results in the new Rainbow Six, not a series typically at the forefront of gaming innovation) and is sure to result in many more to come.

With all this in mind, it’s only natural that videogame storytelli­ng would begin to follow suit. Sifu doesn’t go to the lengths of a Hades or Deathloop in its matching of story and structure, but it’s notable for finding a metaphor for failure that sidesteps death and traditiona­l notions of progressio­n, too: the beard becomes a symbol of failure, like looking in the mirror at the end of a week when you’ve repeatedly forgotten to shave. As a midpoint between these two opposing concepts, ageing is unexplored territory: neither death nor progressio­n, but sort of both at once.

 ?? ?? A warning: if your hair is already an elderly grey when you reach this fight, you’re probably best starting over
A warning: if your hair is already an elderly grey when you reach this fight, you’re probably best starting over

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