Sifudoes plenty of interesting things, and it is for that reason that the Sloclap title has received so much praise from critics. Its gameplay is brutally challenging but still fair, as players can master the art of parries and counters with enough time and practice. The level design rewards players for repeat visits and thorough exploration, whileSifu’s age mechanicserves as a truly unique roguelite mechanic.

However, one area ofSifuthat has not gotten enough praise is its option to spare bosses. This is used to obtain the true ending of the game, with players returning to the stages to beat the bosses down but leave them alive. This option highlights how most of the bosses are not outright evil, with a few even being particularly helpful to their communities. Plenty of video games feature bosses with heartbreaking backstories and complex motivations, so giving players an option to revisit those battles and change their foes’ fates would be a nice option to see in more games.

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Sparing Bosses in Video Games Could Add Serious Replay Value

Whether it is used toobtain the true ending like inSifuor simply to provide a different, non-canon take on major events, sparing bosses is something that should become more common going forward. Over the years, there have been countless examples of scenarios where players did not want to kill a boss, especially after learning more about them.

TheMetal Gear Solidseriesis a prime example of this, as the franchise is full of tragic figures that were never proper villains at all. While the story is built around the Snakes being tools that are consistently manipulated by their government, an option to spare certain characters would have been incredibly interesting. While leaving figures like The Boss alive would require a non-canon approach, it would have been fun to see what would have happened if she had lived via an alternate ending. On the other hand, the BB Corps fromMetal Gear Solid 4was full of characters with horrific backstories, and Snake saving them so that they could get the help they needed would not have taken away from the game’s plot. With the option to tranquilize these bosses already being present, letting them survive when beaten this way would have made no-kill routes more rewarding.

Another example of where a spare mechanic could have added to a game can be seen withthe iconicShadow of the Colossus, a title that hinges on the reveal that players were tricked into killing some harmless creatures. After seeing the original ending, going back through the game and finding a way to avoid killing the creatures would have made for a memorable change of pace. It could also have led to a more upbeat ending for Wander, even if it was ultimately non-canon. Tragic Soulsborne bosses like Great Grey Wolf Sif serve as other examples of scenarios where players would have surely appreciated a spare mechanic.

To be clear, having this feature in any of the aforementioned titles from the beginning would have been a poor move. After all, being forced to kill The Boss, the Colossi, andGreat Grey Wolf Sifmade the games where those bosses come from more memorable. Losing the emotional moments that came as a result of those battles would be a shame, so on a first run, players should be forced to see the story as intended. However, once that story is complete, gamers could then have the option to spare their enemies on replays just like they can do inSifu.This would encourage players to go back through some of their favorite games, even if they are explicitly told that the sparing route is not the official ending.

Seeing what gaming’s most tragic villains do with their second chance could be thrilling, andSifuhas shown how this tactic can be used to make a narrative stronger. Other games couldfollow inSifu’s footstepseven further by making the sparing option harder to obtain, something that the indie title does by making players break a boss’s structure twice. This way, any extra scenes that come from giving a boss a chance to live would be well-earned. While many choice-based RPGs have given players options like this over the years,Sifushows that it can work in smaller, linear titles. As such, more games should consider adding in the spare mechanic, working it into the narrative when it makes sense or making it a non-canon bonus for those replaying a game.

Sifuis available now on PC, PS4, and PS5.