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Adorable Adventures: Boris the baby boar and the art of not rushing

A baby boar, a forest fire, a family to find. Adorable Adventures dares to be gentle in a landscape that no longer is. It's refreshing at a level we hadn't anticipated.

A

Alexandrosse

·30 avril 2026·7 min read

InsertCoins.press Score

8/10

Verdict

Recommended

Adorable Adventures

You have to be honest about what it's like to launch Adorable Adventures after a week of chaining shooters and open worlds that measure their ambition in square kilometres of map. It's a shock. A gentle shock, but a shock nonetheless.

Boris is a baby boar. He's small, he's curious, he charges through tall grass like it owes him something. His family was separated in a forest fire. He needs to find them. That's all. That's all, and it's enough.

The Cévennes National Park as a playground

The game takes place in environments inspired by the Cévennes National Park in the south of France. That's not a cosmetic detail: it's a choice that defines the entire project. The Cévennes have a particular quality of light, dense dry vegetation, rocky plateaus that drop down into forested valleys. Adorable Adventures captures something real in that space.

Adorable Adventures

Rolling meadows, forest paths filtering sunlight through foliage, caves and rivers: each zone was built by hand, with a care you sense immediately. You're not in an environment generated to fill space. You're in a place that was designed, drawn, intended. A small indie team that knows its terrain, and it shows.

Boris's nose: the real mechanic

The central mechanic is scent. Boris follows olfactory trails to progress, identify the origin of smells, filter those he already knows to navigate. This isn't a skin over a classic marker system. It's a genuine reinterpretation of navigation in an exploration game.

Adorable Adventures

Following a scent requires observing the environment differently. You read the wind, you look for the visual cues the game associates with trails, you gradually learn to distinguish what's relevant from what isn't. The interactive herbarium that fills in as you discover things is an excellent idea: it turns exploration into an organic collection without reducing it to a checklist.

What's remarkable is that the scent mechanic forces you to slow down. You can't sprint from point to point ignoring the path between them. The game makes you inhabit the space, look around, smell in the literal sense of the word. It's a constraint that quickly becomes a pleasure.

Siblings, Maxime, and the others

The main objective is finding Boris's family members, each with their own personality and puzzle adapted to it. This isn't disguised progression: the interactions are written with enough character that each reunion is a moment in its own right.

Adorable Adventures

Maxime the forest ranger accompanies Boris throughout with a fully voiced adaptive narration. The story adjusts to what you do, what you discover, the order you explore in. It's not complex branching narrative, but it's enough that each player feels the game is telling their story, not a standardised version of the same one.

Side activities, timed races, photo challenges, picking up litter in the park, round out the experience without ever weighing it down. The local legend mystery is the final touch: just intriguing enough to keep you curious without serving as a pretext to artificially extend the runtime.

What it actually feels like

A lot of games call themselves "cozy." Most use the word to describe a slow pace and pastel visuals. Adorable Adventures is cozy in a deeper sense: it's kind. Not condescending, not infantilising, but consistently kind toward the player, toward Boris, toward the world it built.

Adorable Adventures

There's one scene in particular, which we won't detail, where the game says something simple about family and loss without ever articulating it explicitly. Boris has no dialogue. Maxime narrates. And yet the emotion arrives, cleanly, without forcing.

We didn't see it coming. This is a game about a baby boar finding his siblings in a national park. And we found ourselves genuinely invested, genuinely moved, wanting to find the next family member not to advance a progression system but because we wanted to. Because Boris needed to. That's the difference between a game that simulates attachment and one that actually creates it.

That's what good narrative games do, and Adorable Adventures achieves it with an economy of means that commands respect.

Freshness as an argument

Mechanical innovation is often treated as a quality criterion. Adorable Adventures doesn't revolutionise anything. The scent mechanic is original, the setting is distinctive, but the game never tries to impress you with technical ambition.

What it does instead is pull you in. You launch a session for twenty minutes and find yourself an hour later still searching for the last missing scent in a cave because you can't stop mid-trail. It's not addiction by design, not a reward mechanic calculated to retain the player. It's simply that the world is rich enough and alive enough that you don't want to leave.

Adorable Adventures

What it also does is exist completely in what it is. A game about a baby boar in a French national park, made with care by a small passionate team. No more. No less.

In a landscape where every game tries to be bigger, longer, more monetised, more visible than the last, that quietness is almost subversive. Adorable Adventures doesn't try to do everything. It does one thing, does it well, and sends you away with something gentle in your head.

That's rarer than people think.


Review based on the final version.

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