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Putting Fable II Through Its Paces

Kotaku recently had a chance to sit down and run Molyneux's new Fable game through its paces. Fable II is set as an action RPG, and while the combat options were somewhat limited, there is an implied depth that is definitely going to be worth a look. "Molyneux showed off some of the game's Expressions, the silly jigs and smooth moves that let you woo ladies and forge new friendships, prior to our hands-on. You'll pick them from a radial menu when you want to take a wife or receive a gift. They were fairly limited in our demo of the game, but look to provide some welcome options for adding variety to the game world. You'll see non-playable characters throughout town that you can interact with using Expressions, each with icons over their heads indicating their disposition. Wow them with your moves and you'll reap the rewards."

23 of 65 comments (clear)

  1. Fable 2 another action RPG... by blahplusplus · · Score: 2, Insightful

    ... while I didn't mind playing the first fable, it felt a lot like a platformer like Maximo vs. Army of Zin, with RPG elements. It was basically an action game with some RPG-lite elements, also the character aged way too fast. I remember getting to the end of the game and looking insanely old.

    Though I enjoyed the first one a bit, I hope this one will be better.

    1. Re:Fable 2 another action RPG... by Narpak · · Score: 2, Informative

      Apparently using magic in Fable 1 aged you faster. I still don't know if this was a bug, or supposed to be a feature.

    2. Re:Fable 2 another action RPG... by BPPG · · Score: 3, Interesting

      It's because you were aged based on your upgrades, but to be a decent mage-type character, you'd need a lot more cheap upgrades than otherwise.

      --
      What's the value of information that you don't know?
    3. Re:Fable 2 another action RPG... by elrous0 · · Score: 2, Insightful

      They showed a long look at gameplay on G4 during E3. Frankly, I wasn't impressed. The developers playing it kept bragging about the damn dog and all the neat stuff you could do in the game. But the actual gameplay showed the dog to be more of a gimmick than anything, showed a pretty bland world, and was ridiculously heavy on combat (which just looked like a lot of grinding and random encounters). Maybe the gameplay they showed was unrepresentative of the game as a whole, but it was laughably incongruous with the developers' narrating it as they were playing. So far the only thing that interests me is the "orb" idea (visiting your friends' worlds for coop play and vice versa). But even that seems little more than a cheap way of trying to be an MMO without investing the resources in a real MMO.

      We'll see when it comes out. But I don't take Molyneux at his word either.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    4. Re:Fable 2 another action RPG... by MaXMC · · Score: 2, Interesting

      Read TFA:
      "The ability to upgrade your career skills via mini-game diversions looks better than grinding and cold, hard stats arrangement."

      It didn't seem like more grind to me than any other RPG released in the last years...

    5. Re:Fable 2 another action RPG... by _xeno_ · · Score: 3, Insightful

      I remember getting to the end of the game and having a halo.

      Which was annoying, because I'd tried to play as "neutral" as possible. But apparently killing thieves was considered "good" so, even though I had gone out of my way to hunt them down and mercilessly kill as many as I could, I was apparently the paragon of goodness. Mindless vigilantism for Fable sainthood!

      Apparently to be evil you had to go on killing sprees amongst villagers. (Or just dump a lot of money at evil temples.)

      I still find it strange that sniping bandits who can't even see you is considered good. Seems to be a bit of a strange moral to Fable.

      --
      You are in a maze of twisty little relative jumps, all alike.
    6. Re:Fable 2 another action RPG... by discord5 · · Score: 3, Funny

      Apparently to be evil you had to go on killing sprees amongst villagers.

      This would explain a lot. For some reason those villagers just kept on running into my sword. I mean, there I was minding my own business just waving around a sharp object in some random direction and suddenly they can't wait to jump into it. Don't these people know how dangerous that is?

      I still find it strange that sniping bandits who can't even see you is considered good.

      You're pro-actively preventing them from doing harm. That's "good", right?

  2. Fable 2 by Narpak · · Score: 5, Insightful

    With Molyneux's track record for exaggerating his own games; I do not trust any product he develops until I have seen it for myself. Or usually, read a lot of reviews and tried a demo. Even then, I am sceptical.

    1. Re:Fable 2 by zehaeva · · Score: 4, Interesting

      yeah his games have been over hyped a lot, B&W was supposed to be this amazingly long and awesome with this real life ai monkey hanging out with you, which was kinda true, it wasn't long at all but you got a monkey that learned and did most of what you asked it.

      then B&W2 which was supposed to be everything that B&W1 was supposed to be and more, but i think they forgot about the more part and just did what B&W1 was supposed to be

      and fable was supposed to be this hugely open world where you could do anything and everything with a huge open story line and we got a game where you have to run along in small paths.

      sure peter did a lot he said he would but he left out just as much stuff as he put in.

      he's got great vision but can't seem to stuff it all into one package.

      the movies did everything i thought it should, that didn't disappoint.

      err i'm rambling on here.

    2. Re:Fable 2 by morari · · Score: 4, Funny

      My monkey wouldn't stop pooping in the villagers food supply, it ate half a village before it learned that villagers != food (they're for sacrificing you foolish monkey).

      The first time my creature pooped, I picked the feces up and handed it to him. While examining his droppings, I began to rub his stomach, enticing him into eating it. He did. Immediately afterward, he vomited. He never pooped again.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
  3. The Molyneux Touch by Senjutsu · · Score: 5, Funny

    If the combat seemed kind of shallow in the preview but Peter Molyneux implied that there's a great deal of depth to it, gamers everywhere can rest assured on the strength of Peter Molyneux's track-record that the combat is indeed very shallow.

    In the future, mothers will tell children the cautionary tale of The Molyneux Who Cried 'Features'.

  4. Is it just me... by PieSquared · · Score: 3, Informative

    Or did the first Fable have "Expressions... that let you woo ladies and forge new friendships" that "[You picked] from a radial menu when you want to take a wife or receive a gift" and "non-playable characters throughout town that you can interact with using Expressions, each with icons over their heads indicating their disposition"?

    I mean, I'm all for news about a game to let people know it's still out there... but this could be fable one with a "II" painted on the box for all this blurb tells me. The actual article reveals that there is additionally a dog now.

    --
    Does a line appended to your comment give your post meaning in and of itself, or only in relation to those without?
  5. The Witcher by lymond01 · · Score: 4, Interesting

    The Witcher is along the same lines as Fable, albeit a little more MMORPG and less Arcade in terms of combat. But the decisions you make during the game -- which are based on what you've gone through in the game -- come back to bite you later on. For example, in the first chapter, I'm trying to either protect or give up a witch to an unruly mob of townspeople. She has her story, while I go through about 5 of the townspeople's stories. Depending on what clues you've uncovered in the town, you might have discovered who's lying and who's not -- or worse, like me, you're pretty sure at least ONE of the townspeople is lying, but not necessarily the others...

    So how do you decide the fate of the witch?

    The physical gameplay wasn't as fluid as Fable, and you can't go wooing every woman you meet (most conversations are through multiple choice), but it was a very deep, dark game, both with the decision-making and the character development. It did have some fairly "mature" content.

    Fable was fun though. :-)

  6. Fable 2 is Fable 1 by BoberFett · · Score: 2, Interesting

    From what I read of the first game, and now the second one, Fable 2 will be what Fable 1 was supposed to be. It wouldn't surprise me at all if they two games were extremely similar, with added depth in Fable 2.

    I enjoyed Fable 1 so I'm really looking forward to number 2 to see how much deeper the world is.

  7. Let me know... by Lordfly · · Score: 2, Insightful

    ...when it actually gets released. Anything Molyneaux says about his games, even showing pre-release demos or whatnot, is complete and utter bullshit. Remember the original Fable, which promised such a dynamic world that you could cut down forests and have them stay cut? Or planting a tree and watching it grow? Or how your actions changed the world forever? Yeah, not so much. You could get a haircut, though.

    --
    hookers and grits.
  8. OT: Fun, but rubs me the wrong way by Moraelin · · Score: 3, Insightful

    Well, you illustrate another point, namely: games who try too hard to judge my actions into good or evil, and guilt trip me about them.

    Almost any choice you get in The Witcher will sooner or later come back to "haunt" you. Or rather, it will be twisted into pretending to reveal something about you (or your character, same deal) that you didn't actually mean. The witch situation does have at least a right(er) choice, but a lot of other choices just have two "wrong" options.

    Warning: minor spoiler alert. It's from the tutorial, though, so nothing major.

    You remember how you had to choose whether you want to go inside and prevent the theft, or stay outside and help fight that beast? It doesn't actually matter which you chose. In both cases your character will have an "OMG, it's all my fault. If I had gone the other way, this wouldn't have happened!" moment. Essentially, it'll try to blame you either way.

    At other points I even got blamed for deaths that weren't my fault in any form or shape, and couldn't have possibly prevented, no matter what. And stuff like that.

    I realize they were trying to make a game where there is no good-vs-evil in the D&D way, but at times methinks they tried _too_ hard. They don't need to twist everything I say or do into sounding like a wrong, immoral, selfish or heartless choice.

    Just so it's not completely OT: B&W at times suffered from the same problem. There was more than one situation where being merely being incompetent (e.g., failing to save your villagers from an attack) got judged as being more evil than Satan.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:OT: Fun, but rubs me the wrong way by lymond01 · · Score: 3, Interesting

      That's a good point. Because they don't tell you what went right with your choices, only what went wrong (and nothing about the results of the other choice you might've made). While the pessimistic tone of the game isn't a pick-me-up, life can be like that sometimes too. Mugger pulls a woman into the alley in front of you. Do you keep walking and hope he just takes her money? Or do you try to help and possibly get her or both of you killed? Or the mugger killed?

      Life: there are no right answers, only different outcomes.

    2. Re:OT: Fun, but rubs me the wrong way by sw155kn1f3 · · Score: 4, Interesting

      Did you ever read the book? It's exactly what the book is about! Gerald is between 2 fires: people don't accept him as human, fear him, treat more like witch, blame witchers for completely stupid things. So Gerald is always on his own side: not monster, not human, still has attachments and obligations to protect humans.
      The game caught this atmosphere perfectly. This is very good game based on the book indeed. Very talented. Questionable game controls, but gameplay is almost perfect.

      --
      - Arwen, I'm your father, Agent Smith.
      - Well, you're just Smith, but my father is Aerosmith!
    3. Re:OT: Fun, but rubs me the wrong way by huckamania · · Score: 2, Insightful

      Here's a hint: have some empathy and put yourself in the place of the woman. What would you want the other person to do?

      I'm sure you would want the other person to do something. Maybe call 911 or try to attract other peoples attention to your plight. I'm pretty sure you wouldn't be thinking about the well being of the mugger.

      "Life: there are no right answers, only different outcomes."

      Moral relativism is pathetic, hyper-materialism even worse...

  9. PC by legoman666 · · Score: 2, Funny

    Better be available for the PC within a reasonable amount of time.... Otherwise I might have to.... *shudder* ...buy a console...

  10. Fable 1 sucked by Anarke_Incarnate · · Score: 4, Interesting
    The voice acting could hardly be worse if they tried (OOOH here's something fresh, a repetitive cockney accent...) The quests were contrived and did not really lend themselves to allowing you to be the type of character you wanted to be (The stealthy requirement for entering twin blade's encampment was a pain in the ass for a kickass warrior/mage).

    The story was "OK" but was missing huge parts. It felt dumbed down to the point I gave up on it.

    It had a lot going for it, but missed the mark in too many places to be an epic game. For one, and I realize it is a nitpick, the scars were a stupid addition, especially with how easily they were earned.
    The guild you joined was the "Hero Guild?" Seriously? THAT is the best you can do?.......and it allows "evil" heroes too....O...k. That wasn't just dumped in after a whole 8 seconds of thought.

    I liked the demon doors, I liked the combat system, to a degree, but the stupid orbs for experience were a waste of time. Why not just give me more experience based on combo kills?

  11. I still have a problem with that by Moraelin · · Score: 2, Insightful

    Well, I still have a problem with that. In fact, a bigger one if it's that. If it's _my_ character, then let _me_ play it. Don't role-play my part. I'm not an NPC.

    I think I even have a better example of the situation you describe: Grandia 2. There my character all the time just suddenly goes into "I'm an insensitive jerk" mode at times, and does stuff like being an unfunny jerk to of the girl who... well, is possessed by something which will kill her. Sorta like a demonic sort of cancer, if you will. She's walking with a death sentence. So, you know, it's the last person I'd want to be a jerk to.

    Apparently just because they have to tell the fundamentally _Japanese_ CRPG story of the traumatized boy who hides behind a facade of being a self-sufficient jerk, but love and support from his friends turn him into a valuable member of society again. I don't know what it is about Japan that 2 out of 3 CRPGs have to be a "see, you wouldn't have done it without all these people supporting you" _lecture_. But that's not the real problem. The problem is when they essentially end up role-playing that character for me.

    I understand _why_ they're doing it, but it's not fun anyway. It can be done better and it _has_ been done better by other games. You _can_ tell a story without essentially taking control of my character and forcing him back into the mold that your story needs.

    Because that character is, essentially, _me_. My avatar or representation in the game world. Those moments where someone takes it upon himself to control or redefine _me_ to suit his needs, are _extremely_ annoying. Control the environment, if you must. Control what the other characters or the landscape let me, do or where they let me go. But keep your filthy hands off my character itself.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:I still have a problem with that by Endo13 · · Score: 3, Insightful

      Clearly these types of games just aren't for you. That's fine. Your personal taste is for sandbox RPGs. But that doesn't make these games bad. These games are more or less like a choose-your-own-adventure book. You're not really changing the story significantly, but you do make some choices along the way that will change the ending somewhat. These types of games are for people (like myself) who like reading fiction to see what happens to the character. In these games, it's not your character. The character is not a representation of you in the game. Rather, you have limited control over the character and have the ability to make some choices for him. The fun part in that is seeing how you can change the character by the choices you make. If you're really feeling devious, it can be fun to see if you can force the character to act out-of-character by making certain choices. Some such games will allow that; others won't.

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