2021

Sable is the teenage discovery of finding one’s identity through an open journey towards the yet unknown world. The conclusion of this ritual will be to choose a mask to forge your identity in.

Most of the masks (all of them?) are related to a profession, and are obtained talking by with people somehow related to, mostly exercising, such occupation. However, Sable fails to capture every single spirit of any vocation. It’s obvious that it would abstract an aspect of each job to make a simple model of it, but it forgot to try to capture the soul for anyone to get an honest investment on what the occupation really is about. A merchant is reduced to having enough money to earn the mask, a cartographer also relies on money without even needing to tell north from south, a machinist mask is not earned through understanding and trying a hand with machinery but through doing favors to lazy people (which is most of the population of Sable). The climber isn’t that much focused on climbing (since it’s mechanically too shallow to be of interest on its own) but on completing mediocre platforming sections. The concept of what even a guardian is would be hard to understand only with what is seen in Sable, the only “active” one I encountered trusted all the weight of justice to a complete stranger and even let the just arrived finger to point who should be imprisoned, without a proper defense or a clear case constructed, a very far image of my idea of a guardian. This shallow understanding of building an identity by putting on a mask of an occupation that you barely truly understand, but earned through enough credentials, could be understood as a critique. It isn't. Sable still trusts in its ritual.

I avoided mentioning this before, but why even define yourself as a vocation? One thing is that your job or your hobby is going to take a part of your life, be it by necessity or by decision, but at what moment the ritual to define your identity is to cover your face, your unique truth, with a clonic mask? Why take a journey on your own through the desert if the final say was going to be a pick from the predefined menu? Is this the most spiritual idea of identity in a world where old habits are supposed to be buried under the sand?

Sable thinks that understanding a place in a way that it can shape your identity is to be a tourist who must do a few errands for the people who don't want to move their ass. That discovery is solving a few early test puzzle levels from the most mediocre Zelda. It's not concerned about the people who live there, in how they think, in how they face troubles in any way that isn't crying to the first stranger that comes through the door. The desert represents what the game thinks is valuable of any of those places and their people, absolute nothingness.

I decided to not wear a mask and to not complete a ritual that cannot define me. Can a mask shaped identity even be found and be true? Can identity be found or is it an ever looking process? My final decision was to get out of there, out of the desert, out of Sable, to search for the identity through the hard way, through the only way, rejecting every mask.

Loot, out of place sidequests, the weirdest decisions at the most crucial cutscenes, keeping everyone dressed up during the most dramatic events (poor souls that don’t disable visible headgear and have to stare to a close up of a helmet or the dumbest mask), and yet…

The action has some good fundamentals in order to keep you active and managing space, but if it stays fresh for the whole game it is because of the combination of the different variations. Small gimmicks in every mission, trying new jobs, some slight changes in the enemies that may not seem that much but end up making you plan some new strategies, specially when the placement is a little thought out, and why not, infinite comboing against the wall your least liked monster with your friends, never gets old. And bosses don’t fall behind, they often take the highlight, a good arsenal to cover all the surroundings and distances, barely taking any breath between an attack and the next, good luck finding an opening.

And what a bunch, three thirty-something years old join with two twenty-something years old to play the most visually overdesigned sci fi dungeons and dragons campaign ever. The IA distracting the boss when you need a rest, trying to keep every distraction away from your target, helping you to not drop the staggering… Not anything never seen nor complex, but always very present while fighting side by side nonetheless, giving more strength to every chit chat, to every dialogue, to every fist bump. The Warriors of Light… not, they don’t fit that role no matter which side they are viewed on, that prophecy would materialize later. What is the role of the outcasts forced to complete a prophecy that not even they understand? The biggest merit of the narrative is that even with the amount of giant obstacles that it likes to place arbitrarily, you never leave Jack's resolve, a guy that speaks in punches, and me backing up every single hit thrown. To fight with all that he has for what he knows is right, no matter the cost, with Ash, Jed, Neon and Sophia on his side, even if the role of the heroes is for another group. Finding their way to make it work.

You’ve got to be crazy if you want to change the world.

Where videogames usually tend to go for escapism and fantasy to reconnect with the sense of wonder, with innocence, with freedom... Boku no Natsuyasumi finds all of that in a more down to earth context. Every day is an adventure, there is no need for magic or silly objectives, exploring in the countryside, catching some bugs, watering flowers until they bloom… No wonder why at the end of each day the game asks you if you want to keep playing, it seems like it’s asking at the same time if you don’t want to go out and enjoy your own surroundings.

Despite being set in the 70’s, Boku no Natsuyasumi avoids falling into prison with nostalgia. Rather than keeping you trapped in an endless summer full of joy, the calendar is always moving forward and the days fly by, just as when we were kids. And there are some rough edges too, even if the game is always looking through the eyes of innocence. Between the fun of summer days there is space to talk about deciding what to do in the future, dealing with moving away from your family, the memories of a not so distant war, the grief of losing a dear one too soon… And of course, a never repeated summer cannot end in any other way but with an emotional goodbye, nothing left but memories, but nothing else needed anyway.