Reviews from

in the past


Sable is my Breath of the Wild. An open world design staple that is second only to the super condensed A Short Hike.

Stellar art and music. Lovely map design that invites you to sit down and take the world in.
Writing, both dialogue and world building, is very good and often can get emotional. Sable's world is intriguing from the get go and unravelling its history was very fun.

It's a tragedy that a game this pretty and clever runs so very poorly.

I took my time with Sable's Gliding and did nearly everything the game has to offer, part of me didn't want to let go of the beautiful desert scenery and serene music. Part of me didn't want to let go but as the game keeps telling you - Journeys must end and that's part of what makes them special.

An amazing indie exploration game with some really bad performance issues. The music and aesthetic are top notch

When Sable came out in 2021, I just knew it would be my jam. For some reason or another I put off playing it until now and I’m pleased to report it definitely is my jam. I think if you watch a trailer or read the store description you’ll have an accurate impression if this will be your jam too. The striking aesthetic, subtly well-written dialogue, and wonderful exploration really clicked with me and allowed me to look past its technical shortcomings and bare-bones gameplay. It’s far from perfect but Sable is a worthwhile, focused experience that immersively dives into a central theme through the lens of a desolate but hopeful world.

From the jump, Sable hooked me with an opening section that is a microcosm for the rest of the game. You start out in your little nomadic tribe preparing for your big journey across this desert world in a pilgrimage to find your true calling, called your “Gliding”. Your first task is to gather parts to build your Star Wars speeder bike from a few key locations in the gated starting area. The way the family and friends of your protagonist, the titular Sable, talk to you like you have a collective history is very inviting. The whole tight-knit vibe of your little community quickly got me immersed into my character in a way not many other games have. I’m not a player who typically gets into character when playing a singleplayer game. I’m almost never thinking to myself “what would my protagonist do in this scenario?”. But in Sable, I was drawn into the world so much that I was putting my min-max loot-goblin tendencies aside in favor of actually roleplaying my version of the character. Instead of exhausting all dialogue options, I was asking the questions I thought my character would have. The writing and dialogue really encourages this based on how down-to-earth the conversations are. This world may be alien but the way folks communicate here is unmistakably human.

Sable’s Gliding consists of collecting badges that represent a job/role in this desert society that you will then trade in 3 of a kind for a mask. Your main mission is to claim a mask of your choosing as your calling in life. Maybe you’ll decide to be a Cartographer, Fisherman, Merchant, Climber (wtf is this job), Scrapper, Soldier, etc. Choosing your mask can be done at any time throughout the game. So if one decides they want to claim the first mask they find to be their true calling, they are more than welcome to end the game right then and there. The structure of the game is aligned 1:1 with the plot in a way that is very effective. I decided from the start that I’d play the game naturally and decide what mask to go with from the pool of ones I acquire. I wasn’t tied to going after one specific mask or “catching them all”. I wanted to experience my Gliding as the character would.

How does one obtain badges then? A cynical answer is that you complete lots of generic fetch quests. But! The wrapper for the quests are typically quite flavorful and the locations they have you trekking to were always compelling in one way or another, whether that be visually or in how you have to navigate the space. Sable doesn’t feature combat so you’re not liberating outposts or defending travelers from bandits. Most of your objectives revolve around your navigational verbs: run, climb, float, ride. The fun comes from gazing upon these beautiful locales rendered in the striking artstyle. The carrot on a stick is seeing something you’ve never seen before and being able to explore the picturesque landmarks dotted across the vast desert planet. I saw a gargantuan statue, a bioluminescent cave, an eternal lightning storm, an underground greenhouse, and a benevolent godlike worm creature. The game has fast travel but I never used it because it undermines the entire point of the game: to explore, to journey, to take in the world through your eyes and ears. Sable’s sightseeing tour can be almost emotional at times when the art direction really sings.

A small feature of the world design I’d like to particularly complement is the layout of the encampments you discover. They all feel very human-centric; like they exist and thrive without the player’s presence. The way roads and paths and property are arranged feels realistic to the space and the people who live here. I can imagine the daily routine of any given villager and how they’d navigate the streets of their town. This is yet another contributor to the realistic feel of the fictional world.

One of my only design criticisms is the collectable Chum Eggs. These are little gubbins you can find hidden in odd spots of the environment. On roofs, in hidden rooms, hard to reach places, you know the vibe. The player can trade these in to upgrade their stamina wheel. This is fine in a vacuum. You could even say this is undeniably good game design: to reward players for thoroughly exploring the world. In a game that’s all about exploration, having a collectable system must be a no-brainer, right? Well, I would disagree. It runs counterintuitive to the immersive navigation of the world that I won’t shut up about. It lures out the goblin in all of us. Instead of strolling down a familiar path, I’m motivated to climb around the environment like a parkouring maniac. It's quite literally an egg hunt in a game about interacting with the world with thought and intention. While I find the Chums very cute and even delightful to stumble across at times, I would have much preferred a different avenue to upgrading stamina than this. The Chum Eggs may work in a larger, systems-driven RPG but with how intimate the scope of Sable’s world is, they just feel out of place.

Of course, Sable’s immersive atmosphere could only last so long and around the 10 hours mark I was ready to be done. This was mostly due to the performance issues and buggy moment-to-moment gameplay taking me out of the experience. On PS5, the game would run into these massive lag areas. Mostly this was around the large cities or more populated environments. One minute you’ll be gracefully navigating the sands on your levitating sand bike at a rock solid 60fps and then suddenly the game turns into a slideshow. Unfortunately this isn’t just one or two areas, this happens across every region of the desert. The framerate is consistently inconsistent. There were also a few cases where I soft-locked the game accidentally. I would do an seemingly innocuous action like opening my map and the game would refuse to take input until I restarted. Usually if a game has the occasional bug or framerate hitch I wouldn’t feel the need to write a whole paragraph of a review about it but technical problems negatively impacted just about every moment of my entire playthrough. On the gameplay end of things, I would often run into jank surfaces while engaging with the game’s BOTW style climbing mechanic. The game also doesn’t do a great job at communicating which surfaces are climbable and which are not. There’s nothing more frustrating than gliding into a wall and having my character rub into it with 0 friction, unwilling to grab hold of the surface. Luckily since the game’s structure allowed me to end the story at any time, I was given the green light to end my time in Sable’s world right around the time the game’s magic wore off on me.

Sable is an experience I won’t soon forget. Ultimately, I hope my memories focus more on the world and the characters than the bugs and choppiness. I’m really excited to see what Shedworks cooks up next with the lessons learned from Sable. It’s clear the team has a strong knack for worldbuilding so if they can polish up their gameplay, I think we could expect something truly special.

Thank you to @duhnuhnuh_duhnuhnuh for the game code.

Overview:
A very pleasant experience that is certainly worth your time. My experience can be fairly well summed up by the three B's: Breathtaking, Buggy, and Boring. The game is jaw-droppingly BEAUTIFUL at times, and some of the quests and environments are incredibly well-made. However, there seems to be a little bit of an issue of 'style over substance' here. The game is pretty BORING for a regrettably large portion of the experience and basic gameplay with incredibly mundane quests (most of the time) did not lend itself to anything particularly unique. The unique nature of the game comes in with obviously, the artstyle, and the beautifully crafted world and environments within the open world that just bring you to your knees. I found myself sitting and looking over jaw-dropping vistas in basically every major area, as each area had their own unique, enticing vibes that just made you want to stare. I did have to kinda look past all the texture and lighting glitches that were happening in my FOV at basically all times to enjoy these views, but it's not as big a deal as it may seem. The game is BUGGY as heeellll though... I encountered constant, and I do mean constant, audio, visual, or gameplay bugs. Just be prepared to be torn out of your immersion every other minute, because I know I was. The game would be significantly better without the bugs, but is still certainly playable even with the missing frames, constant lighting issues, annoying camera, and countless other frustrating bugs that I encountered throughout my playthrough. Still definitely a good game that I can personally recommend overall. More details on my time with the game below----

Sights and Sounds
-The artstyle is incredibly beautiful and unique (very screenshot-able)
- Looks good up close (as long as the camera isn't clipping through the entire structure you are in) and is breathtaking far away
-Camera issues and TONS of graphical pop-in took me out of my immersion quite frequently
-Sounds were usually very weighty and satisfying
-But there was a pretty consistent trend of audio bugs like where music suddenly cuts in or out, chimes banging together loudly, or random loud sounds that are very clearly unintentional for the given moment
-Specifically my engine sound on my bike actually hurt my ears
-Very beautiful and fitting score, though

Gameplay
- Movement on the bike is super unpredictable and feels pretty goddamn terrible, honestly
- Movement on foot is much better, and you have a lot more control when NOT climbing (diff story)
- The BOTW influence was very apparent, and having played it just earlier this year, was a nice refresher
- Still much less fleshed out and the gameplay was much more boring overall
- Introduction of new mechanics and the whole 'gliding ceremony' thing felt a little bit tonally conflicting but important to the continuation of the mechanical improvement overall
- ALMOST all quests are laced with tedium and are painfully predictable
- A bunch of fetch quests or quests where you go solve an annoying, basic puzzle for a reward you didn't really care about
- My time with the game was shorter than most, but I still thought the borderline-hour-long intro in the introductory area was way too long. Let me go explore the world please
- Speaking of exploring the world, that was by far the best part
- Exploring caves, ruins, and ships weren't particularly fun nor did they yield enticing results
- But just finding the new, incredibly distinct areas within the world was soooo cool
- All the different areas were super unique and breathtaking in their own ways
-Specific moments like climbing the bones, going to the lightning plateau, and leaving the Ewer were what made the game as special as it ended up being
-Dialogue with other characters was repetitive, but still usually quite interesting because of each character's own, special characteristics and personalities


Narrative/Story/Goal
-Despite the annoying length, the intro was a good way to set up the overall narrative and goal
-Concept of collecting a bunch of different masks was very enticing and interesting at first, but became much less interesting when I learned HOW you go about collecting the majority of the masks (boring)
-The characters all felt very real, very similar to BOTW in that way
-A sentimental story overall with leudo-narrative dissonant elements, but a mainly conjoined story + gameplay
-Rare unique quests were hidden among a sea of boring, monotonous, and repetitive ones
- These unique quests do make the game worth it, however.
-In general, the open nature of it all overwhelmed me a little bit, and kind of pushed me to want to just get the story over with, which I do regret a little bit now, looking back
- Most quests being boring also turned me away from doing as many quests as I could've

Performance
- Good at best
- Mid-High range PC (3060 ti) struggled to run 1440p at 144 hz on high settings, ended up capping at 60
- LOTS of frame stutters/drops throughout but worst in the open world
- A BUNCH of pop-in
- Nothing game-breaking, but the camera, gameplay, visual, and audio glitches highly degraded the experience
- I would've been less critical overall if the game was less buggy
- The bugs were constantly taking me out of my immersion, alerting me to the problems of the game that would've been negligible if I was fully immersed

A journey of reflection and self discovery, wonderful game


DO NOT BUY THIS GAME FOR PS5. The performance is atrocious and it seems that the developers are not interested in changing this. Don't waste your money.

Absolutely beautiful presentation. But they forgot to put the game in the video game... there's deliberately no combat (fine) but the climbing and biking are facile. It's basically a pretty screenshot generator with very shallow interactivity.

simplesmente um dos jogos mais queridos que eu me deparei com uma musica que pra mim faz parte do culto luminatti pelo o que me faz sentir. me apresentou japanese breakfast e sua percepção de se jogar no mundo como 'adulta' é interessante e incrível :) shelved mas com certeza vou voltar a jogar.

Incredibly sweet and touching, Sable is not like other open-world games you may encounter. It's not focused on crafting, combat, or boss fights. Instead, it's a coming-of-age tale, its environments infused with childlike wonder and spectacle waiting to be explored.

With unique stylization and a melancholic soundtrack, its hard not to get choked up on its genuine emotional moments and its central message: regardless of who you choose to be, there is a place for you out there.

If it weren't for its buggy state (slowdowns, crashes, corrupted save-files), this would be an easy recommendation for those looking for a laid-back experience. Only play if you're willing to put up with bugginess and jank.

Good ideas, nice cozy game, but terrible optimisation

A genuinely wonderful game. A vast desert, where your objective is on one hand exploration but on the other hand find out more about yourself. As Sable discovers more of this world, you further discover what her future will be, after the credits hit. Or maybe you do that. Maybe you see it as an exercise in freedom and are then overrun by having to make a choice in the end. These things are all plausible and viable ways to approach it from the game itself.
Now, there are technical issues with the game. Sound can get weird, loading issues occur on the fastest bikes and some objects can lack all collision. Frankly, none of those impacted my enjoyment.
With this striking atmosphere and this almost dream-like calmness and peacefulness of this world, it becomes a meditation of identity and self discovery to me. Gliding through those dune seas becomes a calming exercise and the scarcity of points of interest make all of them worthwile.
A freedom and childlike wonder, experienced one final time before you have to choose the path of your adult life. But there are things within the world suggesting that a choice is not final and set in stone. An angler turned vivarium keeper, a guard who sets to explore the world again after retiring, a famous poet once again uncertain about their destiny.
Sable embraces freedom, and finding ones destiny in life, but also questioning said destiny. It wishes the best for every individual, resulting in the best of communities.
It is no surprise that the only place with injustice and corruption is the only city in town. The biggest looming threats in this world, despite what should be a dooming apocalyptic setting, is the same threat of our world - corrupt law and capitalism.
Otherwise, this is a world that feels almost utopic in the calm and peace, especially considering its history and details. There a few fictional worlds where I feel like living in them would be nice. This is one of them.

you get pooped out of a giant worm