Sable: concluding thoughts

This entry is part 3 of 3 in the series Sable

After recently finishing Sable, I still like it. The game follows through on its initial promise: it has good writing, a striking & unique art style, and a lot of heart. In one particularly relaxing session, I decided to fill in the remaining corners of the map, and that objective led me to spend a few hours immersed in the world, exploring, solving quests, and earning a flurry of masks (the objective of the game being for Sable to choose the mask she will wear in adulthood). Looking back, that was a wonderful example of flow.

Conversely, the game’s rough edges became clearer as I spent more time with it. Traversing its world is simply not as pleasurable as in Breath of the Wild, the obvious comparison. On the one hand, frequent hills limit one of the central mechanics, puttering around on a bike. On the other hand, climbing can be a hassle — especially when trying to follow a specific route to reach an objective or a NPC. Summoning the bike itself is hit-and-miss, which added a little bit of hassle every time I fast-travelled to a location, called the bike, and waited for it to arrive so I could set off on my next expedition. I suspect a lot of this reflects the resource constraints of an indie team; if the developers ever create a follow-up, the mechanics are the biggest area I see for improvement.

I do appreciate Sable’s brevity: I clocked in just under 20 hours, having completed almost every side quest and earned almost every mask.

Overall, I like Sable and appreciate what the developers set out to create: a peaceful, imaginative exploration game with a positive theme. If that premise appeals, I recommend it.

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