Playtime:
1524 minutes
Sulfur is a mixed game for me. Overall I gave it a thumbs down but I want to clarify that you might still have fun playing sulfur, it's not an iredeemable game. Before getting into a detailed breakdown, I'll give you the 10 second version, I believe Sulfur is fundamentally a victim of early access where the game has not had the space to reconsider, expand and refine freely. Some of the design in sulfur is either contradictory or confused as a result, and instead of fixing the foundation the development has revolved around trying to make it work and adding more content. The game is still in active development but I view it as somewhat unlikely that most of the issues I have with sulfur will be fixed, at the time of this review the game is mostly feature complete. You can have some fun with sulfur but the game may ultimately leave you dissapointed.
Going into more detail, I will list my main gripes with sulfur and expand as necessary:
- The objective structure of the game is underdeveloped.
- Traversal and positional play are boring and underdeveloped.
- Most enemies are little more than bullet sponges.
- Difficulty is artificially inflated by permadeath whereas the game is actually kind of easy.
- The progression structure is flat.
Starting with the first point, and this is probably the most important, sulfur has a hard time giving concrete goals for the player. On your first time playing, you have an a clear goal of beating all of the bosses and stages. This may also prompt the player to spend some time farming for money/experience/gear. That is all fine, but the game is very short and there really is (almost) no reason to farm, and even if there is, not for long. I spent quite a bit of time farming the only metaprogression that currently exists in sulfur, stamps, and even then, when I was about done with it and had beaten the main game, my playtime was sitting at around 20 hours. Stamps are a currency that allows the player to unlock some niche game elements as well as storage space. While its addition is welcome I cannot in good faith call it inspired gameplay, these are effectively procedurally generated fetch quests. Beyond that, beating all of the levels in the game is probably only about a 2-3 hour commitment (granted, this assumes you don't die in the process), and once you beat them once there is no real reason to replay them. There aren't level specific challenges, secrets (well, there are a few to be fair), quests , alternative paths, objectives etc. All there is is farming for gear for the fun of it. There is also a post-game activity which involves a sort of endless wave based survival but I view this as more of a bonus side activity.
This lack of structured content is by fair the biggest reason I cannot reccommend sulfur. It undermines every aspect of the game whether it is farming for loot, leveling and building your guns etc. As it stands the game still feels very early access and sandboxy.
Next I wanted to discuss the poor design of combat/ level exploration. Sulfur has (mostly) procedural levels. Depending on the level they can be modestly big with a mix of verticality and indoor areas. But Sulfur struggles to justify the existence of these levels through it's movement system and enemy design. The movement system is dead simple, sprint, jump, crouch or walk. For the 90% of the game you will simply encounter an enemy group and slowly walk backwards shooting at them as they run towards you, and maybe if they get close you can sprint to take cover and reload. Some enemies have ranged attacks, others are slower or faster but the variety of combat is very low. Some of the late game area's have tried to vary it up a bit more, giving the enemies slightly more tricky movement patterns and unique mechanics like "timed invincibility". The last 3 areas have by far the best designed enemies in the game but even then they are only ok. In my opinion the issue stems from the fact that there isn't enough design space to make something truly interesting. Consider a game like Enter the gungeon for instance, it explore similar themes as a shooter with whacky guns, but gungeon has far more positional gameplay, it is a game where you have to both shoot and dodge (as well as manage tertiary game elements like blanks and active items). To me the comparison illustrates strongly that Sulfur really needed a primary movement mechanic, both to make exploration more fun, but also to give the combat variety.
Speaking of exploration, apart from movement feeling slow (and this is with me constantly sprinting and double jumping everywhere), there is a severe lack of reason to explore. The only thing you can expect to find is random loot, which in most cases you are going to just ignore anyway due to severe inventory space limitations. For better or for worse, sulfur is a game that showers you with trash loot and let's you figure it out. Again, drawing comparisons to other procedurally generated games, sulfur could really use any kind of game areas, setpiece generations or game elements that give the player a chance to interact or figure something out. Currently the only thing that levels have are enemies, merchants, loot and cooking spots. In some cases I did find "secret" areas, for instance a pink area that spawns out of the way in the first level, but there was never anything to find there.
Speaking of the loot, maybe about 70% of it is either food or food ingredients, the other 30% is equipment or things that modify guns or sellables. Food crafting is the primary activity for items, to combine them into various food items and discover various recipes to make better food. I think its OK. On some level there is a simple fun to it. But it's not that interesting, I would much rather play a variation of the game where for instance you had to craft guns and equipment instead, or use various combinations of items in the levels to interact with various secrets and structures. The cooking system is really just the bare minimum to even give the loot some kind of value.
Moving on to difficulty, I feel like here is where Sulfur is a bit confused with what it wants to be. I think at one point Sulfur was intended to be a roguelite. You would start up a new run, find items, try to go through the stages and survive, and if you died you start all over with nothing. This is not what sulfur is today. Without exxageration, in my 20 hours of beating the game, I never died after the opening hours. Once I had a fully upgraded gun and a stockpile of food the enemies could no longer threaten me. This turned Sulfur into a miniature looter shooter for me, since I could just keep hoarding more and more items and use the best gear I had access to. Sulfur is not really designed for you to die, there are many systems that give you insurance against death, such as your amulet which lets you teleport out at any time, or insurance which protects your guns even if you die. There also aren't any systems (that I know of) that plug into you dying, its just a harsher penalty for failing to clear a stage, but there is no motivation for it to be this harsh. In a roguelite, there is meta-progression between runs, and having a clean slate on every run also makes sure that the player gets to interface with all the game elements. Sulfur doesn't have that, you can just use your best gun the whole time and using anything else is just for fun or for a self imposed challenge.
I wanted to briefly mention here, I believe there may be a solution that the devs have planned for the lack of progression. After beating the game I unlocked a wealth of new steam achievements that mention something about sacrificing guns to a NPC. Global steam stats show that the achievement completion rate is 0% and I have also not been able to find the NPC in question in game, but it seems like the devs are planning a system where you would have to level up and possibly beat the game with every gun as a form of meta progress
👍 : 128 |
😃 : 8