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."
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.
The Long Now Foundation
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'.
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. :-)
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!
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?