>>717595043
the thing I really like about how sifu shows the story is its one of the few games that actually ties gameplay functions with story. the only other game I can think of where the gameplay is part of the story is mgs2. what i mean is that the act of dying, and getting older, honing your abilities and permanetly unlocking them after enough training is part of the tale its telling, ontop of the sick, and short, cutscenes. i think you do break the story if you throw those out and just look at the cutscenes, the intent of the story is that sifu is old and tired and lost his life to the quest of revenge, and by the time you go on the second path, now its time to do it cleaner and harder. the self restraint is the challenge. though i kind of do see that it would be cool to have a third ending for the no death no mercy scenario, but i think its just somthing they didnt have time for or think of desu. and I dont know how you would tie that path into the themes of the game cause it is pretty incongruent, i dont think it could just be the same as the "true ending".
i guess its just that i see the complaint with sifu alot about it not glorifying revenge/violence when I think it does this story in the best way possible compared to the way other games tell their story. somthing like spec ops desrves the bashing it gets because the gameplay goes against the story its telling, sifu is the opposite but for some reason it gets flamed when i just find it sad that so many games split story up into boring ass cutscense, whereas sifu keeps it intresting by weaving the themes into all the gameplay mechanics, minus bladed weapons as i said but i think that just follows the rule of cool, cause they are really cool