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SABLE First Impressions: An Artistic Marvel

E3 2021 is officially over, and we’ve got a lot of amazing games to look forward to over the next few months. Among the litany of big triple-A releases announced during the various showcases were a variety of intriguing and dazzling indie games that are set to come out throughout the rest of 2021 and into 2022.

Among these was Sable, a breathtaking adventure from Shedworks, a two-man studio based in the UK. I took some time to dive into the Sable demo this week, available now on Xbox consoles and Steam, and came away with some strong impressions and an appreciation for a game with a bold aesthetic.

Story

The Sable demo offers players the opportunity to play through the first few missions that the game has to offer, setting the titular character off on a coming-of-age pilgrimage that makes up the framework for the game’s story. Dubbed the “Gliding,” this pilgrimage is something Sable must embark on in order to find her true place in the world, whether that means returning to her tribe or finding a new home.

At least in the demo, there are plenty of opportunities to supplement your knowledge of Sable’s world. You have the option to spend extra time speaking to each of the characters around the Ibex Camp, learning about their lives and the culture of Sable’s people.

Sable feels like a game about change and perspective. I was surprised to discover that in every conversation there are dialogue options that subtly change the response you get. If you tell one person that you wish everyone got to keep the special powers afforded to those on their Gliding, he’ll respond with a deeper explanation of how those powers fade as you age. Choose any of the other options and you’ll miss out on that piece of lore.

One of Sable’s fellow Ibexii nomads, Hilal.

What’s more, Sable offers alternative options to certain quests that affect how you view the world and the people who live in it. The one in the demo involves a mischievous child who has stolen an item you need and demands you find her three beetles in order to get it back. When you ask around for where you might be able to find these beetles, though, you’re given the option of simply asking about the location of the child’s hideout.

You’re now faced with two options and depending on which one you pick the quest plays out differently. If you just steal the item back, no harm no foul. But in doing so you could miss a hidden side area related to the quest, as well as some emotional character development between Sable and the little girl.

You’re not given much time or context around the mysterious ruins or crashed ships that litter the region (and presumably the rest of the game), but what is here is enough to set my mind racing. There’s clearly something more to this world than is evident from the first hour, and I’m eager to dig into those secrets in the final game.  

Gamplay

Starting up Sable could be described as beautiful confusion; the game looks unlike anything I’ve ever played, and I mean that as only the highest of compliments. Right away Sable sets itself apart with a striking art style that calls to mind avant-garde paintings mixed with the animation style of a series like The Dragon Prince.

The grainy, washed-out visuals are mesmerizing, drawing the player from one scenario to the next and directing their attention to indistinct shapes on the horizon. Movement takes some getting used to, with somewhat floaty physics that accentuate the game’s overall aesthetic. Sable doesn’t want you rushing through to the next thing but never lets you forget that there’s more out there to explore.

Sable out for a night ride.

Exploration itself is a treat as Sable utilizes a system popularized by The Legend of Zelda: Breath of the Wild. All vertical surfaces are climbable, a mechanic that is integral to making your way around the world. However, your ability to climb is contingent on a stamina meter that only appears when you’re climbing or running, and if you do run out of stamina you’ll fall all the way back down whatever surface you were climbing. The nice part here is there’s absolutely no fall damage, or damage of any kind really. Sable is more concerned with you experiencing what it has to offer than testing your skill.

The hoverbike, one of the game’s highlighted features, is unfortunately not shown off to great effect. You’re only allowed to use a slow, beat-up, old tester bike to get around the demo area, though there is a funny story reason for this. It’s not really fun to play with here, though I imagine the system will be deeper in the final product. You do get to build your own bike that will presumably be faster and more nimble, but assembling it is the final thing the demo allows you to do, so you can’t speed over those dunes quite just yet.

Sable seeks to do something many games have attempted in the past, to tell a compelling adventure story without throwing players into a relentless stream of combat scenarios. Instead, the game focuses on providing a luxurious world filled with secrets and puzzles for you to uncover and compelling characters to interact with. While not quite as ambitious as some of the games it might draw inspiration from, it manages to offer something unique in the peaceful contemplation of its world.

Sable earns a strange power in an ancient temple.

What Shedworks does here with UI design is also ingenious. While you’re playing the game the most intrusive element is the small stamina gauge that appears next to Sable when either running or climbing. Other than that, you either have to manually pull up the menu or use your compass to see any sort of heads-up display over the game screen. This minimalism gives Sable a more immersive feeling, which when coupled with the music truly feels like a transformative artistic design.

It’s also worth noting that the soundtrack for this game is absolutely fantastic. Composed by the indie artist Japanese Breakfast, the soundtrack is just as striking as the game’s visuals and often stopped me in my tracks just to vibe. The music enhances an already majestic experience, with different environments throughout this opening area boasting unique arrangements all their own. It’s a testament both to the recording artist and the developers that the music, look, and feel of the game work so well together.  

Expectations

If what I’ve played so far of Sable extends to the rest of the game then I think we’re in for a masterpiece of an indie game. From the character development to the exploration mechanics to the hauntingly beautiful soundtrack this game feels like more than the sum of its parts. And its parts are impressive in their own right.

It doesn’t feel out of the question for this game to be considered in Game of the Year conversations, especially if the story and overall vibe hold up. The demo sets up enough story threads and interesting concepts that I’m eagerly anticipating the full game when it launches on September 23, 2021.

Verdict

I highly recommend you check out this demo if only to listen to some of the best dang video game music ever recorded. The game looks beautiful, feels good to play, and just feels like a delightful experience I want every gamer to have. Like if Journey (2012) had words. I don’t doubt that players will find something of themselves in Sable the person, and I’m confident that Sable the game will offer an emotional and heartfelt journey through to the very end.