Sifu is a brawler fighting game that places a massive amount of emphasis on mastering its mechanics. There's a lot that it gets right - tight fighting mechanics, neat stylized graphics, and replayable levels - but it also really only has a small of content to show you. And it wants you to play that content over and over and over until you've memorized every attack pattern, every combo, every dodge, etc.
As a metaphor, I'd describe Sifu as a great 15 minute short film that wants you to rewatch it 10 times before you "really get it". You could make the comparison to things like Soulsbourne games (in terms of the mastery curve), but the thing is, those games actually have massive amounts of content, usually with upwards of dozens of bosses and enemy types. Sifu is good, but at times, I kept asking myself, how more attempts do I really want to throw at this?
(In depth below)
Sifu has a total of 5 enemy types, and those types each have 3 variants in their difficulty, and it has 5 bosses, each with two phases. That's the entire game - and that's not to say there isn't depth to be found in there, but it's also asking you to replay a lot of the same material over and over until you haven't taken more than one or two deaths in a level.
The core combat formula is like Sekiro's - you and enemies have health and a "structure" bar. Depleting enemies health knocks them out, and depleting their structure allows you to do a finisher that instantly KOs them. Dealing damage to enemies makes it easier to deplete their structure as well.
The combat itself is mostly tight. In truth, despite the game featuring a bunch of moves and combos, there's only a handful you really need to know - parry, deflect, up/down dodge, strong / light attacks, and using weapons. Most of your game will be spent learning how to use the defensive options (and maybe something can be said of how that plays into the game's themes).
Attacks can generally be parried, which depletes enemy structure, but at times it can be challenging to figure out you're doing the right action to counter a given attack. The game actually doesn't explain this, but there's both perfect and "soft" parries, which I didn't realize until after having beaten the game. Some of the bosses in particular have attack patterns that make them very frustrating to experiment against to get a hang of what can be parried, dodged, etc.
Outside of combat, there's a lot of somewhat puzzling issues with its game systems that are in tension with one another. For instance, the experience you gain is only pseudo-permanent - if you replay prior levels, you lose the experience and upgrades. There's a massive amount of special moves and combos, but odds are, you don't want to rely on anything besides the basics and a few essential upgrades. You can practice against enemies and bosses in a training room, but you can only practice versus bosses that you've already beat, which seems like a silly inconvenience. Minor spoiler: if you put your skill points into the special Focus moves, be prepared to be disappointed when you arrive to the final boss, to discover he is immune to them. At this stage of the game, the only viable option is to replay the entire game over in order to reallocate your points, because there isn't another way to do it.
The story of the game is... unfortunately, it goes from promising to not good. The premise is that a group of 5 martial artists break into their master's school, kill him and the disciples, steal a precious artifact, and one of them tries to kill the (unnamed) main character to leave them for dead. He is revived by a mystic talisman that resurrects him, albeit older, every time he falls in combat. You embark on a journey to take revenge on these 5 fighters. The conclusion of the story is... cheesy and I don't even really want to talk about it. Yang is such a lame villain and his voice actor does not sell the lines well.
The visual directions of the levels is amazing. Everywhere from gang drug farms, nightclubs, art exhibits - and cooler yet, most of the levels visually morph to some degree. The nightclub level initially caught me off guard, as late in the level, you walk through a doorway and are walking through a layout that's similar to the opening, but everything is burning. Even though the cel shading graphics are simplistic, the art really sells it.
So, all in all, why am I hesitant to recommend this game? I think what it comes down to is, I spent 16 hours with the game, and I probably spent close to 12 hours just replaying the levels to make it further into the game with fewer deaths. Can you beat the level's 5 fight scenes and the boss only dying once? After so many attempts, it stopped feeling exciting when I did marginally better, it just felt relieved that I got to play another level.
There is a part of me that wants to imagine, wow, I could spend another 15-30 hours mastering this game to beat the final boss at an even earlier life!... but that really doesn't seem that appealing knowing I've experienced all the content 100 times over. Now the only thing left to do is to get incrementally better at dodging the bodyguard's attack pattern, or to get the parry timings down for a boss a smidge better.
So that's my verdict. I had a lot of thoughts about this game, because I really feel like there's a lot I love about this game, a lot that I think is kind of messy with this game, and a lot that I don't really know how to feel about. It's a cool game, and I pushed myself to finish it (true ending included), and I still don't really feel inclined to recommend it - but, hey, you might really like it!