PlayStation versions of Sifu will get high contrast accessibility feature in an update

Ben Bayliss2 minute read

Sifu is to get a post-launch update that will bring the high contrast accessibility mode to the PlayStation console.

Sloclap’s kung fu fighting title Sifu has recently launched, and while the difficulty and combat have certainly been the talk of video game town lately, there was an accessibility difference between the PC, PS4, and PS5 editions. This difference is a high contrast feature that is available on the PC version of the game, but not for copies running on PlayStation consoles.

This difference was spotted by Steve Saylor during internal talks as we were discussing the differences between each platform, and so Can I Play That? reached out for comment.

Speaking with a representative for the studio, Can I Play That? was informed that the reason the high contrast mode is not available on PlayStation versions of Sifu is due to a bug. However, we were told that the feature should be heading to PlayStation in a future update “very soon.”

Watch Sifu - High Contrast Mode on YouTube
A fight in Sifu with high contrast enabled.

For those wondering, high contrast modes can probably be best defined by Naughty Dog’s The Last of Us: Part 2 or even Insomniac Games’ Ratchet and Clank: Rift Apart. The game elements are presented with colored shaders over all models of interest to make for a more visibly accessible experience. You can watch our video showing a preview of the feature in action.

In the PC version of Sifu, players find enemies shaded red, the main character blue, and yellow for interactive elements. Meanwhile, the background is set darker too to help these colors stand out. At this moment in time, it’s not clear if the feature will be available on both PS4 and PS5 or just tied to PS5 due to the advanced hardware.

Sifu is available on PC, PS4, and PS5 and a post-launch update is on the way. You can read our accessibility review here for more information about the game.

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Ben is the one in charge of keeping the content cogs at Can I Play That? turning. Deafness means that he has a focus on discussing captions, but with experience in consultancy and advocacy, he covers what bases he can. Having written about accessibility in video games at DualShockers, GamesRadar+,, Wireframe, and more he continues his advocacy at CIPT. He was actually awarded a Good Games Writing award for an article he wrote here! He enjoys a range of games, but anything that’s open-world and with a photo mode will probably be his cup of tea. You can get in touch with him at:

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