“Sable” Review

Sable is an exploration and light platforming game developed by Shedworks. You play the titular character during her “gliding”, a coming-of-age ritual. Sable leaves her tribe to explore the desolate desert world and its people to determine her future and satiate her wanderlust.

Sable is a game about exploration and curiosity. It is about discovering new areas and finding dusty corners. It is about uncovering the lore and history of the world. It is about Sable finding her future place in society.

Thankfully, Sable‘s world is intriguing and wonderful. Visually, the world’s deserts are beautiful and varied, from sterile flat salt fields to the Utah-like eroded towers of red sandstone. Zipping around on your hoverbike, a technological marvel teasing what you can discover about the world’s history, is fun and relaxing.

Mechanically, Sable relies on familiar game loops like fetch quests and collection challenges with optional fishing. The quests are interesting and unique, like climbing through a gigantic wyrm, collecting precarious lighting crystals or gathering beetle poo. Sable restrains itself, avoiding the blatant exploitation of people’s curiosity and completionist instincts in other games.

Two things make Sable stand out. The first is its distinctive and vibrant cell-shaded, cartoon-like art style. The solid blocks of colour and black outlines simplify the landscape and scenes, immediately drawing attention to points of interest. It also gives the world an unreality, reinforcing Sable and her journey as fable of self-discovery.

The second is that everyone wears masks, signifying their place in society. Sable starts with a child’s mask but earns new ones by completing others’ tasks. She chooses one to wear when she finishes her gliding.

Interestingly, Sable glosses over the depersonalisation that such a practice would bring. Sable can still recognise people and see smiles or other facial expressions beneath the masks. The game ignores possible commentary on Western society’s fixation with employment as identity or portraying fake versions of yourself.

Avoiding such commentary is a good decision. It would have been too heavy. Sable is self-driven and self-paced, placing little pressure on the player. There is no combat, death, failure state or even conflict.

This decision means Sable fits nicely into the “wholesome game” genre. It also means the game has a positive and uplifting vibe. The world is not scary. Something interesting could always be around the next corner.

One minor gripe is the game’s graphics default to thirty frames per second. Unfortunately, some animations, such as Sable’s running, are limited to that rate. This noticeably contrasts with swaying grass and wind effects that are not.

Sable‘s content also gets more obscure as it progresses. The game may be unchallenging, but you need to work hard, be very curious, or both to complete everything.

That said, Sable does not encourage or require you to do anything. There is no main questline or overarching story. Sable’s mask, and her future, is her decision to make. She can return after getting her first mask or take as long as she wants.

Instead, the focus is on how Sable’s meanderings transform her. Her conversations with her tribe mates at the end are very different to those at the start. As the menu theme’s lyrics say, Sable eventually returns to her tribe as someone else.

Sable is a game for those that enjoy self-guided exploration on multiple levels. It does not outlive its novelty at eight to twelve hours to complete. Those wanting something challenging, story-driven or longer may get bored. However, those looking for something introspective, meditative, uplifting, and positive will enjoy it.