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All trademarks are property of their respective owners in the US and other countries.The core of Sable is what is probably an incredible game – but it’s impossible to get there, because everything surrounding that core is a total and absolute mess.The premise of Sable is simple, and in keeping with the minimalism the game is going for – you play as the eponymous Sable, who has to undergo a rite of passage, a sort of coming of age, which sees her having to traverse the world, go exploring ruins, and forage materials and items of various kinds to ultimately find masks. A total lack of polish, leading to a whole host of technical major issues, as well as some minor unforced errors in terms of design, make this game really hard to enjoy in its present state. A game that respects, and indeed relies on, player agency and curiosity and gets out of their way to let them do their own thing.It’s the kind of game that should be a slam dunk, a home run, a whatever other sports analogy you want to use to convey the fact that this game should be excellent. A game with an approach to exploration and navigation inspired in very large part by the seminal Breath of the Wild, which rewrote the book on open world exploration and discovery in 2017. If you just look at the elevator pitch, it practically sells itself – a game all about meditative exploration and discovery in a stylized and distinctive world without combat, with intriguing rich lore and incredible ambience. It should at the very least be a game I love. The game uses a Breath of the Wild style stamina system that governs sprinting and climbing, and fairly early on in the game, on gives you the ability to hover via a special item as well. But Sable, the game, makes it work well, especially since every character is consistently viewed and presented to the player via the lens of Sable, the character."The core of Sable is what is probably an incredible game – but it’s impossible to get there, because everything surrounding that core is a total and absolute mess."The gameplay also keeps to these values of simplicity and minimalism – as mentioned, there is no combat in this game, and the bulk of what you do is traversal. This is handled incredibly well, to be honest, and I have zero issues here.The world itself is aided by some really memorable characters – which is a hell of an achievement, because they’re wearing masks and have no voice acting, meaning the connection you form with them entirely comes down to their dialog and what you learn about them from that. Python with visual studio for macThe camera in Sable does not control well. There’s a strange sense of inertia to her movement that is entirely at odds with how you see her move on screen, and it can take a lot of time before coming to terms with the controls – I personally never did.These control issues are compounded by camera issues on top as well. The controls are outright clumsy, ranging from weird and unintuitive button mapping choices (which you cannot change), to movement for Sable herself that just doesn’t feel right. A game about traversal (and only traversal) across a vast world should feel actually good to control. Ultimately, you also get the ability to place beacons and markers in the world to help you navigate further. You ultimately do get a compass, which is excellently implemented, in that when you press the left bumper, it gives you the general direction of your current quest objective, and then disappears shortly thereafter, for players that need to orient themselves. Sable certainly has some great core design that just invites the player to lose themselves in its endless expanses – the minimalist approach it takes to everything else translates to the exploration and discovery as well, giving the players very little in the way of a HUD or markets, and generally relying on diegetic and in-game cues to orient and guide the player. This comes to a head when you are trying to navigate in cramped spaces – of which there are many in Sable – because the camera simply doesn’t know what to do there, and ends up trying to cut through the geometry to Sable herself, and showing you a whole lot of – well, nothing helpful, really, mostly it just serves to infuriatingly change your field of vision from where you need it to be.But to be honest, there are many games that have poor controls or cameras that I have been able to abide with because the core game is compelling. You can actually change this in the settings, which give you the option to tweak X and Y axis sensitivity individually, and that may help you figure out a setting that works well for you – but again, as far as my experience goes, I kept butting heads with the camera. ![]() ![]() I am given to understand that it’s not quite as bad on Series X and PC, though I am also simultaneously given to understand it’s still a buggy mess on those platforms – the bugginess just seems to be a part of the package here. As it stands right now, Sable on Xbox One, any Xbox One, is functionally unplayable. I have to assume it’s even worse for people with accessibility considerations, and on the whole, I am not sure why no one stopped to consider the gameplay implications of their graphical choices when designing their game."Put together, the game barely manages to run in any acceptable state. But stylization should never be at the expense of the player being able to pick up on cues in the game world and general legibility, and Sable fails to cross that bar. Indeed, the camera acceleration, the frame rate drops, and the game randomly popping in colors and textures as you walk up to them, combined, create a package of a game that is so uneven to play and control that it made me physically nauseous.I have an extremely high tolerance for poor frame rates – I am able to play most games on Switch that are notorious for poor performance without ever batting an eye, but Sable is the first game in over a decade that made me physically ill to play, because the consistent framerate drops and awfulness of the camera just give a sense of strong nausea and persistent queasiness that is really hard to shake off even after you stop playing.Sable’s technical issues are not limited just to graphics and crashes either – for example, the load times are extremely long (at least the initial load), the game can see the player caught in geometry with no escape (though you can quick travel), quest triggers sometimes fail, and I had at least one occasion where the game didn’t read my inputs right away – though I am honestly not sure if that was more because of some animation priority it was getting through first, or if it’s an actual bug."I am all for stylization in game graphics.
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