Stuff 6 - A Theme has yet to emerge
Sable
Before leaving on her Gliding, Sable expresses a sweetly written anxiety - shes leaving her tribe, all shes ever known, for the vast and possibly cruel world beyond, the full panoramic view of something she's only gotten snapshots of with her nomadic family.
Frankly i don't think she's got much to worry about, the vibe's good out there, everyone stops to talk to you and guide your way. You can't be an adult in this world until you've climbed a Tower or Found 3 Beetles, and everyone is so, so stoked to help you find out if you're a Tower Climber or a Beetle Catcher.
~ ~ ~
What do I want here? I don't really know.
I do want to explore; I don't want another stupid little slurg egg or set of clothing or dye or whatever-the-fuck trinket for my trouble. I just want to climb a cool thing.
I do want to explore weird little settlements and talk to weird little dudes; I don't want to do a decidedly not-that-weird little quest for everyone with more than 5 lines of dialog?
I don't want combat; I do want like, some kind of friction?
~ ~ ~
I've been trying to find my own fun in games, since so often I kind of chafe against the Video Game of it all. There's a lot to love in Sable, so I do want to spent time in it, luxuriate in its writing and style a bit, before moving on. I think I'll play it as such - a traveler, passing through towns and vast expanses, talking with people and learning of problems needing solving and beetles needing catching, but leaving them unsolved and uncaught. I think that's well within the spirit of the Gliding - finding your calling, or at least what calls to you in the moment.
Devotion (Red Candle)
I think the kneejerk here is to compare - Nine Sols to Hollow Knight, Devotion to P.T., Detention to Something? I'll get back to you on that. There's probably something in like, the framework of gameplay as more genre in a more traditional sense, i dunno that could be interesting. Even talking about it outside its nearest contemporary, its easy to grab like, any other horror game about a bad husband/father.
Sorry, none of that is what I wanna say.
The thing is heartbreaking.
a beautiful porcelain with a rot that grows and festers in the cracks before bursting through, ruining it.
I cant really say it was beautiful. maybe it was, or wanted to be, or could have been.
It is a familiar shape, in many ways - I guess that's what I was trying to say. but that just means people know how to hold it, and know how to break it
[i dont think this really coheres but it felt right in the moment]