Tag Archives: Sifu

Sifu coming to Xbox Series, Xbox One, and Steam in March 2023 alongside ‘Arenas’ update

Sloclap [19 articles]” href=”https://www.gematsu.com/companies/sloclap”>Sloclap will release Sifu [16 articles]” href=”https://www.gematsu.com/games/sifu”>Sifu for Xbox Series [3,082 articles]” href=”https://www.gematsu.com/platforms/xbox/xbox-series”>Xbox Series, Xbox One [11,718 articles]” href=”https://www.gematsu.com/platforms/xbox/xbox-one”>Xbox One, and PC [16,573 articles]” href=”https://www.gematsu.com/platforms/pc”>PC via Steam in March 2023 alongside the new “Arenas” mode update for existing platforms, the developer announced.

“Arenas will sport nine stylish new maps, each featuring exclusive new challenges of varying difficulty levels, adding multiple hours of the classic Sifu gameplay fans have come to love,” Sloclap explained. “ SUCCESS Corporation [73 articles]” href=”https://www.gematsu.com/companies/success-corporation”>Successfully completing the arenas will progressively unlock a massive new batch of modifiers, which doubles the amount currently available in-game, and notably brings alternative moves to the Kung Fu palette of our main character. Completing the new Arenas’ challenges will also unlock new cheats and exclusive new outfits.”

Sifu is available now for PS5 [3,980 articles]” href=”https://www.gematsu.com/platforms/playstation/ps5″>PlayStation 5, PS4 [24,411 articles]” href=”https://www.gematsu.com/platforms/playstation/ps4″>PlayStation 4, Switch [12,753 articles]” href=”https://www.gematsu.com/platforms/nintendo/switch”>Switch, and PC via Epic Games Store.

Watch a new trailer below.

Arenas Teaser Trailer

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Sifu review: the game’s toughest battle is with its own origins

Sifu is very hard. You will metaphorically ram your own head through a wall trying to finish the game as often as you will literally ram the heads of your various assailants through walls, windows, glass bottles, metal pipes, bats, and the occasional footstool. Sifu’s difficulty is also underpinned by the challenging conversations happening around the game itself. As hard as Sifu is, and as thorny as the discourse surrounding its provenance and development are, Sifu succeeds in its attempt to capture the frenetic action of the kung fu film and tries to be a thoughtful and respectful portrayal of Chinese martial arts culture. But that authenticity and respect also exist in parallel with the game’s problems of representation.

Sifu is a playable martial arts flick. It is The 36th Chamber of Shaolin meets Sekiro: Shadows Die Twice, combining quick-hitting, one vs. many kung fu action with “the die and try again” aspect of a roguelike. You are tasked with eliminating five martial arts masters who murdered your father a training montage-appropriate number of years before. You would have also died that fateful night if not for a mysterious power that resurrected you, which forms the basis of the game’s unique structure.

In most roguelike games, you die early and often, with death resetting your progress, reviving slain enemies, and plopping you at some previous point. In Sifu, you will also die early and often, but with each death, you have the option to revive right where you fell, no enemy resets. This comes at a price. Each time you resurrect, you get older, and after a certain number of resurrects, your health decreases while your strength increases. So, starting at age 20, death provides both boon and bane until you’re tottering around in your 70s, able to punch a semi-truck but unable to withstand a stiff wind. It’s a neat little twist on the “fight, die, repeat” roguelike formula. Rather than death being a punishment, it functions as a bit of a buff. A miniboss I fought in my 20s took forever to take down, but when I fought that same enemy in my 50s, she went down in a couple of strikes.

Do not approach Sifu with the same button-mash mentality of beat-em-ups like Bayonetta or Devil May Cry. Sifu is designed to be smarter than that. Any attempt to cheese will be swiftly and brutally punished. With the way your health bar melts after taking a couple of hits from the simplest of goons, Sifu feels like the rare game to acknowledge that getting punched in the face fucking hurts, and so the way to win is to avoid that at all costs. There’s a heavy emphasis on parrying, dodging, and using weapons to create distance between you and the folks who wanna kill you.

Playing Sifu made me feel like Robert Downey Jr. in Sherlock Holmes. There’s a moment when he’s about to get into a fight with a larger, stronger enemy, and he mentally runs through a checklist of everything he has to do to prevail. In Sifu, it’s the same.

The Club
Run down the steps
Three enemies: one minion behind counter, one elite, one minion at the door
Vault over counter staggering minion against the wall, easy take down
Grab bat before other two enemies notice
Beat elite with bat
Drop before dealing with minion to preserve bat durability for group of enemies behind the door

Your constant death and resurrection require you to create a step-by-step internal guide that will hopefully get you deeper into the level with minimal deaths. And while I appreciate that Sifu forces me to think strategically about each and every fight, it’s still prohibitively hard. It pains me to admit that I haven’t yet beaten the game, and there are only so many times I can redo the same level over and over before I put my head through a wall as I alluded to earlier.

The developers understand that Sifu is challenging. In an interview with The Verge, they said they want players to experience the intoxicating sense of triumph that comes with methodically learning a difficult enemy’s patterns and weaknesses to eventually win. Even still, they acknowledged some parts of Sifu are a little too tough and patched the game before release. I still haven’t made it beyond the second zone. There will be players who will enjoy this challenge, and for a while, I was one of them. But there’s a point when being hard for the sake of a potential payoff later wasn’t worth the time or frustration.

Sifu comes from Absolver developer Sloclap, a Paris-based studio a part of the Kepler Interactive family of developers. For its second game, Sloclap wanted the same kind of martial arts action present in Absolver but without all the technical headaches that accompanied Absolver’s online PvP components.

“We all shared a love for martial arts action movies,” Pierre Tarno, co-founder of Sloclap and Sifu’s executive director, told The Verge. “Ranging all the way from old Bruce Lee movies, to ’80s and ’90s Jackie Chan movies, Donnie Yen, and contemporary movies like The Raid. We were like, ‘Okay, let’s do a game that is a love letter to that cinema which we deeply love.’”

To help translate the martial artistry of their beloved movies into video game form, Sloclap enlisted the help of Benjamin Colussi. Colussi is a French-born Pak Mei master who studied Pak (or Bak) Mei in China under the tutelage of Lao Wei San, son of Lao Siu Leung, who is commonly known as the father of the Foshan branch of Pak Mei. According to Colussi’s website and reiterated by Tarno, after learning Chinese and years of study, Colussi received the blessing of his Sifu (or mentor/master) Lao Wei San to open a Pak Mei school in France where he met and trained several Sloclap devs long before they would create Sifu.

Which now brings us to Sifu’s other inherent difficulty: this is a Chinese story told almost exclusively by white men. As the video game industry (painfully, slowly) evolves beyond its old white boys’ club, it should be standard practice that a story about a culture, involving its mythologies, language, and sacred practices, intimately involves people of that culture.

As news about Sifu slowly trickled out, some people accused the game of being appropriative of Asian culture as it seemed no Asians were involved in making it. That the game’s kung-fu consultant was also not Asian, and the fact that the game’s marketing swag box seems to be a mishmash of game-relevant items and a bunch of stuff that simply screams, “Let’s fill this with as many stereotypical Asian things as possible,” raised even more red flags.

“Our intention is to make something that is as authentic and respectful of Chinese kung fu culture as possible,” Tarno said. “Although we’ve got one concept artist on the team who’s of Chinese culture and descent, [who] was that first layer of how to get certain texts and details of the environment, right. But that was not enough for us. We wanted to go deeper.”

To do that, Sloclap engaged others of Asian descent, including Anlu Liu of Kowloon Nights, a video game investment fund, and Richie Zhu of Kepler Interactive, Sloclap’s publishing partner. “Throughout the entire development of Sifu, we have constantly played builds and provided feedback,” Liu told The Verge.

Both consulted on a number of issues related to gameplay and cultural elements, like correcting the order of characters on the coin talisman that holds your resurrection power. For the game’s pending Chinese localization, they helped select the Chinese voice actors and sat in on recording sessions to ensure the dialogue was representative of how Chinese people speak to each other. Liu and Zhu were also responsible for connecting Sloclap with consultants in China who provided feedback on everything down to the smallest detail. There’s an anecdote both Tarno and Liu shared about washing machines in the background of the game’s first level being swapped from front loading to top loading since the latter is the kind most Chinese would be familiar with.

When asked about their feelings about Sifu, both were excited by the prospect of having a proper kung fu game that has been taken as culturally seriously and sensitively as Sifu has been. “I was also very surprised by this game because there haven’t been any real authentic kung fu games since Sleeping Dogs,” Zhu said.

From what Zhu told The Verge, Chinese netizens seem similarly excited about Sifu.

“I think a lot of people actually feel very proud of seeing China’s kung fu culture coming from a French studio putting so much effort into making this game,” Zhu said.

And that’s great. That Sifu already seems to be receiving a warm reception in China, the birthplace of the martial arts movies from which it takes its inspiration, is awesome.

However, the criticisms others have for the game cannot and should not be written off because, essentially, “Some Chinese people gave it a thumbs up.” Nor does the fact that only white guys made this game not being strictly correct in no way invalidates people’s distaste over seeing white people tell a non-white story.

It is not my place to try to enumerate all of the criticisms my Asian colleagues have with Sifu, nor take a stab at Chinese diasporic conflicts and differences. I am a stranger, and that’s a conversation for family only — one that I hope will have more relevant voices as more people get their hands on Sifu post-release. As someone who is herself a part of a diaspora, I can at least explain why I think Chinese people in Asia might receive Sifu differently than Chinese people in the west.

In the west, Chinese people and Asians in general are the minority. In every recent video game developer survey I could find, Asian people account for no more than 7 percent of the industry. The western video game industry is dominated by white folks telling white stories. And on the chance a developer decides to tell an Asian story, it’s done largely by predominantly white studios and filled with the same done-to-death trope of “family honor” that the story might as well be for white people, too. See also: Ghost of Tsushima.

With this perspective in mind, it becomes easier to see how a Chinese person in Chicago might get more reflexively defensive about Sifu than a Chinese person in Shanghai. The latter can go about their day with the opportunity to see themselves expressing the length and breadth and depth of human emotion in every piece of media they consume. Sifu, to them, is just another tasty morsel on the buffet of representation they are served daily, while the Chinese Chicagoan starves for that very necessary and life-affirming piece of representation. And when it is occasionally given, it’s nearly always filtered through the narrow lens of family, honor, and duty. Sifu, then, becomes just one more way their cultural practices and aesthetics are flattened into the same one-note narrative.

There’s also the notion of who gets to tell these stories and why. While it’s good to hear Sifu wasn’t created without assistance from Asian people, that’s not a replacement for having actual representation on the creative team. Genshin Impact aside, would an authentically Chinese game made by Chinese developers that has nothing to do with kung fu receive the same kind of attention, support, and funding Sifu has? Or is Sifu more palatable because of where and from whom it’s coming?

I asked Tarno if his team is the best suited to tell the story Sifu is telling.

“I can’t really answer this question. I just hope we did a good job basically,” he said. “The only thing I see is that, and which makes me happy is when I see comments that are translated from Chinese social networks of players who say, ‘We think it’s awesome that a studio on the other side of the world has been inspired by our culture and loves what comes from our countries.’”

I do think Sloclap did their best. It’s obvious to see the love for martial arts movies when the game recreates the infamous hallway fight scene from Park Chan-wook’s Oldboy. I also think that despite developers and consultants doing their best, the criticisms facing Sifu are valid. Sifu is neither all good nor all bad. It just is, and it’s our job to listen to the people from the cultures Sifu pays homage.

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How To Download Sifu Early Access On PS5 And PS4

Image: SloClap

Sifu is out today for folks who pre-ordered the game’s Digital Deluxe Edition, which comes with a few bonuses including 48-hour early access. However, loads of people on PlayStation have reported issues with downloading and installing the early access version of the game, prompting devs SloClap to issue updates about the situation and seek out support from Sony.

Sifu, a martial arts game featuring some roguelike elements, comes out for everyone in two days on February 8. However, for those who just didn’t want to wait, there is a more expensive Digital Deluxe Edition of the game. For an extra $10 players get a digital artbook and soundtrack and more importantly for the impatient, the ability to play the game starting today, 48 hours before its “official” release. Well, unless you pre-ordered the game on PS4 or PS5.

According to multiple tweets and Reddit posts, a bunch of players have struggled today to actually download and install the early access release of Sifu on their PlayStation consoles. Earlier today, in response to all the complaints, SloClap tweeted a statement about the situation.

SloClap later explained that it had contacted Sony and was working with the company to help resolve the problems players were encountering on PlayStation when trying to install the early access release of Sifu.

At around 2 p.m. EST, according to SloClap, the issues should be fixed and players should now be able to download the early version of the game. However, many players continued to report problems with downloading and installing it, leading to SloClap offering some possible steps to take, like restarting the console, to help players finally get things working.

Though, it shouldn’t take a bunch of weird steps and restarts to simply download a game you bought.

As a result of this whole messy launch, SloClap also explained that it will provide “an exclusive gift” to all Digital Deluxe Edition owners and will have more details “soon.”

While this isn’t the first time we’ve seen a studio use early access to help sell a more expensive version of its game, it’s still a strange strategy.

Make no mistake, Sifu came out today. Even if some folks can’t actually download the game, it came out today. Small early access periods like this, which are locked behind more expensive editions, aren’t early access. Instead, it’s more like a weird two-day delay for anyone not willing to fork over an extra few bucks. And once the game’s out, the more expensive edition of the game loses one of its big selling points.

Plus, if you couldn’t even play the game for most of the early access period, I’d imagine you think this whole thing was a total waste of time and money. Once again, probably best to stop pre-ordering games.



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Sifu review: martial arts roguelike is too complex for its own good

Sifu’s got a good pitch. You are a martial arts master, bent on revenge, fighting odds that are impossible to overcome in a lifetime. But you have a secret weapon: Each time you die, you rise again. You race to finish your quest as your avatar grows frail and gray.

It’s a novel concept, so it’s a shame that developer Sloclap wasn’t able to make it work. Sifu is a game full of confusing, inescapable, infuriating shortcomings, and almost all of them are tied to its supernatural twist.

Image: Sloclap via Polygon

Before we get into that, let’s talk about the good stuff: The “badass martial arts master” portion of the pitch is executed with incredible skill. Sifu has the bones of a wonderful action game, giving you all the tools to play out your Hong Kong action fantasies. Light and heavy attacks string into beautifully animated combos that hit with satisfying thwacks and comic book motion lines. You can finish stunned enemies with brutal, speedy environmental executions that will elicit gasps over and over again. From the jump, you’re a force to be reckoned with.

But your enemies put up a fight. They can drop you in a couple of hits, and they use their numbers to surround and overpower you. Sifu’s goons are hardly as polite as the kind we’ve come to expect in a post-Batman: Arkham third-person combat world. They don’t wait their turn, and they don’t broadcast their intent with blinking warning icons. So you’re always on the move, sliding across tables and hopping over furniture — constantly scrambling to deny them the full benefit of their superior numbers.

Image: Sloclap via Polygon

When assailants do catch up to you, you’ve still got tools — maybe too many. Sifu’s defensive resource is called “structure,” and it works a lot like “posture” in Sekiro: Shadows Die Twice. You can block to absorb attacks, but your structure meter swells. When it fills, it shatters, leaving you vulnerable for a few precious seconds. But if you perfectly time your block, the enemy will take structure damage instead. Sifu adds another layer of technical complexity with its “avoids,” which are executed by holding the block button and flicking the left stick up or down, depending on whether you’re evading a high attack or low attack. With the right timing, you’ll escape damage and recover a bit of structure.

Learning the utility of each of these defensive tools takes a lot of effort, but it comes with its rewards. There’s nothing like perfectly timing a duck under an incoming baseball bat and watching your opponent slug the poor goon behind you.

Sifu is at its very best when it drops you into overwhelming scenarios and asks you to use these offensive and defensive tools to overcome the odds. You’ll shove a foe into a crowd of his allies and then flow through them, parrying, disarming, striking, dodging, sweeping, and having a lovely time. I wish I could say that this is the extent of Sifu’s reach, and that it’s happy to revel in all of this kinetic, violent joy.

Alas!

All the other stuff. When I saw the debut trailer that revealed the nifty “get older every time you die” mechanic, I thought, Oh, neat. I wonder how they’ll massage that concept into an elegant game system. I’m sad to report that the answer to that question is: “They didn’t.” It’s confusing and unwieldy. Its internal logic is hard to follow, and it taints just about everything it touches.

bonk
Image: Sloclap via Polygon

So let’s get into it.

You start Sifu as a 20-year-old Pak Mei master. You have to raid the hideouts of five big jerks and kill them in a predetermined order. Every time you die, you rise again with a refilled life bar and a few more gray hairs. The amount of aging you’ll do is a Fibonacci sequence determined by your current death count. After your first death, you’ll be 21; after your second, you’ll be 23; after your third, you’ll be 26; and so forth.

I hope you’re not already confused, because we’re just getting started.

Each passing decade is a milestone. You’ll gain a bit of attack power, but your maximum health will shrink. This is cool. The balance of risk and reward in combat evolves as you age into a glass cannon. Each death will also give you access to a little shop where you can spend experience points on extremely useful combos and skills, like catching thrown projectiles, executing a damaging parry follow-up, or a sliding kick that knocks opponents over. Cool! Simple enough.

But! Each of those skills has a specific age cutoff. Can’t teach an old dog new tricks, I suppose. You also have the option to repurchase a skill you already have. You don’t unlock a better version of it, but if you buy it five times, it will be unlocked on all subsequent runs. Hrm.

Image: Sloclap via Polygon

This system is a lot to take in, and even the interface struggles to make sense of it. The upgrade screen is a deluge of black, gray, and pink dots; XP costs; tool tips; and terms and conditions. The process of dumping experience into already-unlocked skills isn’t rewarding. It feels like paying my student loans.

You can also increase your core stats with shrines, which are interspersed throughout each level. While the other upgrades are mostly active skills and attacks, shrines grant you passive benefits: things like increased weapon durability, health recovery on takedowns, or even a chance to reset your death counter. Each shrine lets you invest a point in one of nine of these perks, each of which has three levels. What currency do you use to unlock these perks? Well, it depends on the perk. Some are unlocked with experience, some by simply being under a certain age, and others with the third abstract currency of “level score.”

Right now, you might be saying, “Why are you telling me all this? Lots of games have obtuse, hard-to-grok progression systems. I’ve played Dark Souls.” And you’re right. Complex, prickly progression systems can be really fun when they are elegantly grafted onto gameplay.

But that’s not the case here. Not at all.

I haven’t even dug into how bosses work, or how you have to restart a run once you die after the age of 70. I spent a lot of energy parsing Sifu’s opaque network of rules and systems, and I want to spare you, dear reader, from the same form of exhaustion. Just trust me when I say that no matter the effort you bring to understanding Sifu, it will not meet you halfway.

Like Hades and Returnal, Sifu is a run-based game where each attempt is an opportunity to get further than your last. But unlike those games, its execution is needlessly complex, and it’s really, really hard to tell if you’re making any permanent progress.

In Hades, the weapons and perks you pick on any given run are constantly reinforced on screen with icons and weapon effects. In Sifu, there are no external reminders of the skills you have equipped. I can’t count how many times I mashed the input for a technique, only to realize I hadn’t unlocked it on that particular run. Unless you go through the laborious and annoying process of permanently unlocking a skill, you never get a chance to develop muscle memory. In short: Sifu’s visual language isn’t doing its convoluted systems any favors.

Likewise, the perks you’ve gained from shrines are reset and overwritten with each new attempt, making it just about impossible to easily plan your build, or even hold onto any reliable understanding of your own abilities.

Sifu is a very difficult roguelite, and you will, naturally, have to replay levels ad nauseam. However, it’s worth mentioning that the level layouts and enemy placements are identical on each run. I’ve enjoyed games where this is the case. Part of the Dark Souls experience is learning efficient routes back to boss battles, weaving around enemies and fighting only when necessary. In Sifu, this is impossible. Fights are hard-scripted. Doors stay locked until every lowly goon is defeated. The run back to a boss might take 10-15 minutes if everything goes well for you. The benefit of these surprise-free runs is that they increase your sense of mastery. But when you’ve seen the same scripted events and heard the same unskippable dialogue for the dozenth time, it feels horribly rote, and all that’s left is drudgery.

Image: Sloclap via Polygon

It’s such a shame, because there are some beautiful sequences in this game. You stroll through psychedelic tableaus full of gorgeous colors and haunting sounds. It’s amazing — the first time. But with each repetition, I got more and more frustrated and incredulous. These level designers did a wonderful job, but did nobody tell them what kind of game this was? Did nobody point out that the player would have to wade through this lovely interactive art installation over and over and over again, just for the privilege of being beaten to death by the enemy on the other side?

Sifu is incredibly frustrating because beneath all of its messy, clunky contrivances, there is a fantastic action game that I really, really want to play. But Sifu can’t get out of its own way, and its high-concept ambitions spoil its fundamental pleasures.

Sifu will be released Feb. 8 on PlayStation 5, PlayStation 4, and Windows PC; early access for pre-order customers goes live Feb. 6. The game was reviewed using a PS5 download code provided by Sloclap. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find additional information about Polygon’s ethics policy here.

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What To Expect From Sony For PlayStation 4 and PS5 In 2022

The longest year ever, 2021, is finally over. But for all the trials and tribulations it put us through, there’s no denying there were some great games that helped us get through it all. Like Microsoft and Nintendo, Sony had a solid year with strong exclusives like Deathloop, Kena: Bridge of Spirits, Ratchet & Clank: Rift Apart, and Returnal. Honestly, the year ahead is looking great for PS4 and PS5, too. So let’s look at what Sony plans to serve us in 2022.


Abandoned

Screenshot: Blue Box Game Studios

Despite the myriad hiccups this mysterious game experienced toward the end of 2021, Abandoned from developer Blue Box Game Studios caught everyone’s attention due to folks thinking it was secretly a Silent Hill game being made with the involvement of Hideo Kojima. Some sort of cinematic first-person horror survival shooter, all anyone’s seen so far is the enigmatic announcement trailer and a brief teaser shown via a PS5 app. The app is supposed to be a launchpad for Abandoned, housing a longer trailer and a hands-off demo to give people an idea of what gameplay looks like, but none of that has come to fruition yet. Folks were so pissed about this that Blue Box asked everyone to stop sending them death threats. As of now, we still know next to nothing about Abandoned, and yet people are still hyped about it.

Release Date: TBD 2022

Babylon’s Fall

Screenshot: Platinum Games

Developed by action game masterminds Platinum Games, Babylon’s Fall is a hack-and-slash action-RPG with zippy combat and a host of weapons to choose from. It kinda has Nier: Automata vibes, which is cool since that was an excellent combat experience, so here’s hoping Babylon’s Fall can satiate us until Bayonetta 3 comes out (on Switch, that is).

Release date: March 3

Forspoken

Screenshot: Luminous Productions

Revealed in December 2020 as a PS5 console exclusive for “at least 24 months,” Square Enix’s Project Athia made a big splash when it was reintroduced with the new Forspoken name in March 2021 and a flashy gameplay trailer during Sony’s September 2021 PlayStation showcase. An action-RPG by Final Fantasy XV developer Luminous Productions, Forspoken looks pretty damn enticing with its fluid combat, emphasis on traversal, and high-fantasy setting. We weren’t totally sold on the Black protagonist, especially since it seems there were no Black consultants or developers on the project, but at least the game is shaping up to look slick.

Release date: May 24

Ghostwire: Tokyo

Screenshot: Tango Gameworks

Coming from The Evil Within developers Tango Gameworks, Ghostwire: Tokyo hasn’t made a peep since it was delayed to early 2022. Literally, we know almost nothing about it. It’s a first-person action game. There’s some story about the population suddenly disappearing and you, as the player character, must use psychic and paranormal abilities to reverse the catastrophe. That’s about it.. At least Ghostwire: Tokyo helped usher in a new internet sensation: creative director Ikumi Nakamura, who left Tango in 2019 to start her own indie outfit.

Release date: Early 2022

God of War Ragnarok

Screenshot: Santa Monica Studio

Perhaps one of Sony’s three biggest games launching this year, Santa Monica Studio’s God of War Ragnarok has everyone champing at the bit. A sequel to 2018’s critically acclaimed God of War reboot, Ragnarok sees our father-son duo, Kratos and Atreus, contending with new enemies as Atreus, older and curious about who he his, finds a potential love interest in Angrboda. It appears to feature much of the same brutal and crunchy combat from 2018, but with more abilities and weapons at Kratos’ disposal. Sadly, this reboot series won’t become a trilogy because those just take too long.

Release date: TBD 2022

Gran Turismo 7

Screenshot: Polyphony Digital

We know what this is. It’s Polyphony Digital. It’s Gran Turismo. It’s simulation racing. What more is there to talk about? Except there is more to talk about because Gran Turismo 7 houses an extensive single-player campaign mode that unfortunately requires an internet connection, much like 2017’s GT Sport. More than that, though, is the fact that the upcoming racer will take advantage of the DualSense’s haptic feedback to mimic a real car’s anti-lock braking system. Kinda like feeling the resistance when shooting in Deathloop, expect there to be a little friction when drifting on the speedway.

Release date: March 4

Horizon Forbidden West

Screenshot: Guerrilla Games

The second of what I’m dubbing Sony’s Big Three, Guerrilla Games’ hotly anticipated Horizon Forbidden West seems like a big-ass expansion on the first entry from 2017. Featuring an expanded arsenal of gear and moves for Aloy, an attitude adjustment for every NPC in the game, and suitably epic dinosaurs, Horizon Forbidden West embodies the sequel ethos of “more, more, more.” Maybe this is a bad thing for some, but those just dying for more Aloy can rest easy knowing Guerrilla Games is giving us exactly that.

Release date: February 18

Sifu

Screenshot: Sloclap

Developer Sloclap’s Sifu rounds out Sony’s Big Three in a spectacular way. An action-adventure beat-em-up, Sifu builds on what Sloclap did with Absolver but turns the volume way the hell up to 11 with an interesting-sounding narrative, flashy combat, and punches so fast your head will spin. Every bit of promotional material for this game looks tight, and while I’ve yet to get my hands on it, it’s definitely the one I’m most stoked about playing.

Release date: February 22

Stray

Screenshot: BlueTwelve Studio

Excuse me for getting a little sappy here, but the thought of playing as a stray cat makes me incredibly sad. But maybe that’s the point, as developer BlueTwelve Studio’s Stray is quite literally about a stray cat that ends up in a robot-populated world with one simple goal: to get back to its family. Cue the sad violin and the waterworks, folks, because I’m in tears. A third-person, open-world action-adventure game, Stray looks to be a meditative exploration on the notion of machines and how they impact (or infect, depending on how you look at it) the natural world. Should be an interesting, evocative, and tearjerk-y of a time, all things considered.

Release date: TBD 2022

Vampire: The Masquerade – Bloodhunt

Screenshot: Sharkmob

I know, I know, another battle royale game. But Vampire: The Masquerade – Bloodhunt, from developer Sharkmob, looks particularly interesting on account of its license and rather gory take on the oversaturated genre. This is a horror-based PvP experience sure to satiate Vampire: The Masquerade fans at least until the next mainline title, Bloodlines 2, launches…whenever that is. It’s been out since September via Early Access on Steam where it’s garnered nearly 9000 reviews with an overall rating of “mostly positive,” but Bloodhunt is slated to make its console debut on PlayStation 5 sometime this spring.

Release date: Spring 2022


Of course, above are just some of the biggest console exclusives Sony has in the pipeline. Whether you own a PlayStation 4 or PlayStation 5—or hell, even an Xbox—there’s plenty to look forward to. Here’s a look at some cross-platform stuff in case you forgot about them.

  • Based on James Cameron’s film series of the same name, Avatar: Frontiers of Pandora is an open-world action-adventure game in which you control a Na’vi who travels to a never-before-seen Pandora region. It’s slated to launch sometime this year, though an exact release date is still unknown.
  • The Callisto Protocol, a third-person sci-fi survival horror game from Striking Distance Studios (headed up by one of the creators of Dead Space), is set far in the future of the PUBG universe, of all things. It’s due to launch this year.
  • Speaking of Dead Space, Motive Studios has taken up the task of remaking the 2008 original with updated textures and all that. It’ll drop later this year.
  • Some seven years after the first title, Techland is finally back with Dying Light 2: Stay Human, a game that apparently will claim up to 500 hours of your life. It releases on February 4.
  • Then, there’s FromSoftware’s next game that literally every Souls fan has been waiting for: Elden Ring. Thankfully, we’re so close to its February 25 launch.
  • One of two Flying Wild Hog games here, Evil West looks like everything Eutechnyx’s Ride to Hell: Retribution wished it could’ve been, but with a ton more sci-fi and hellbound horrors. It’s expected to drop sometime this year.
  • The next big Batman game from developer WB Games Montreal, Gotham Knights sees The Dark Knight’s various sidekicks come together after his death to protect the city. It’s slated to release at some point this year.
  • Graven, from Ghostrunner co-developer Slipgate Ironworks, will make its cross-platform debut this year after spending a bit of time in Steam Early Access. A spiritual successor to Hexen II, Graven is an immersive sim with a captivating setting and some RPG elements thrown in.
  • Neostream Interactive’s Little Devil Inside is reminiscent of Dark Souls, The Wind Waker, and a personal favorite of mine, Capybara Games’ Below. A release date hasn’t been nailed down yet, but it’s scheduled to launch this winter.
  • Saints Row returns with a reboot in the form of…Saints Row. If you’ve played any entry in the franchise then you know exactly what to expect, though the bifurcated tone from Saints Row: The Third is supposed to make a comeback. Anyway, Volition’s Saints Row is primed to launch on August 23.
  • Coming from the folks at Koei Tecmo Games and Team Ninja, Stranger of Paradise: Final Fantasy Origin is an action-RPG meant to retell the story of the original Final Fantasy game from 1987. It was memed to death thanks to Jack Garland screaming “CHOAS!” till his vocal cords burst, but hey, any press is good press, right? Stranger of Paradise launches on March 18.
  • Though it was pretty quiet for a while after getting re-announced in August 2020, we finally saw some gameplay of Rocksteady Studios’ Suicide Squad: Kill the Justice League last December. An action-adventure game revolving around the titular team, Kill the Justice League comes out at some point this year.
  • Trek to Yomi, the second Flying Wild Hog game here, is this evocative samurai action-adventure that puts you in control of a young swordsman who makes a promise to his dying master: to protect the town and the people in it. There’s no release date yet, but it’s expected to launch this year.
  • Another Vampire: The Masquerade game, Swansong is a narrative-driven, single-player RPG that sees you swapping between three different vampires over the course of the game. It’s currently scheduled to release on May 19.

This is only a small fraction of what Sony has in the works, and it doesn’t even take into account everything that’s supposed to launch this year. Both the Nintendo Switch and Xbox consoles look like they’re poised to have a dope 2022, so the saying that there’s a little something for everyone really rings true.

There are some absences on the list, such as KO_OP’s Goodbye Volcano High and Ska Studios’ Salt and Sacrifice, but including everything would make this incredibly unwieldy. Just know that 2022 is likely to feature a game you’ll lose hella hours to and/or that will claw its way onto your own personal all-time top 10 list.

Of course, this all seems dependent on whether you can even find a PlayStation 5, as it appears that the company is preparing to pump out more PS4s to combat the next-gen console shortage. At least most of the games on this list, if not all of them, will be available on both PlayStation 4 and PlayStation 5.

 

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