Fable III Preview
You rule.
"Our job at Lionhead is to surprise and shock you," says Peter Molyneux, kicking off his presentation of Fable III at Microsoft's X10 event in San Francisco. Does he shock us? Not quite. Does he surprise us? Absolutely.
We're surprised by some of the details: unique, morphing weapons that can be traded online, customisable magic based entirely on equipment, the removal of RPG staples like experience and a health bar, and the subtle reach of the Touch system, the emotional heart of the game. More than that, we're surprised at the extent - almost exponential - to which Lionhead is increasing Fable's scale and ambition while relentlessly pursuing an agenda of extreme simplicity and accessibility. Surprised, and very excited.
"More than half the people that played Fable II understood and used less than half the features in the game," Molyneux says, recalling an eye-opening piece of research that changed his whole approach to the sequel. "As soon as you see that you think, 'Oh my God, what a talentless bastard I really am'."
So the HUD fades away, the combat is ruthlessly simplified, and in a stunning move against the prevailing winds that have blown XP from RPGs into virtually every other genre in recent years, the whole concept of gaining experience which is spent on new abilities has been scrapped.
Instead, your hero's growth, your increasing power in the fantasy land of Albion, will be mainly represented by the number of followers he or she has. This (as well as being an amusing echo of Twitter mania) ties in with Fable III's theme and its narrative arc: the road to power, and what you do with it when you get it.

Peter Molyneux, yesterday. Literally.
"I want you as a player to feel powerful, I want to give you the ability right all the wrongs in the world," Molyneux says. "I could just give you the normal story, the Hero's Journey. That's pretty much what every film, book and certainly game does - why is it always like that? If it's all about power, the problem is the end of [that story]. I want to feel like the bloke who defeated the bad guy."
The is a bad guy to defeat, naturally: Logan, a king whose tyrannical rule has turned Albion, the bucolic fantasy England of the first two Fable games, from a medieval idyll into an industrial nightmare.
Molyneux's colleague fires up the game and shows us scenes more reminiscent of Dickens and Lowry than Tolkien. We're in a city choked with grime and beggars, dominated by dark red-brick factories and workhouses with tall smoke-stacks. Our hero has a Napoleonic, piratical flavour, with a one-armed frock-coat, a tricorn hat and a cutlass on his back. It's 50 years after Fable II, and the industrial revolution has just arrived.
You will defeat Logan about halfway through the game - and for Molyneux, what happens next is what's most interesting. You'll defeat him by persuading the people of Albion to follow you and believe in you, which will give you the power to overthrow him - but to persuade them, you're going to have to promise "whatever it takes," he says.

Matchstalk men and matchstalk cats and dogs not pictured.
"You're going to promise to turn all the factories into schools - then when you're on the throne you're going to have to deliver those promises. Will you become worse than [Logan] or better than him?"
Molyneux doesn't elaborate on how ruling will work, whisking us on to the topic of Touch. Touch arose out of his dissatisfaction with Fable II's gimmicky expressions which, he felt, were ultimately only good for fart jokes. Touch is "your emotional connection with everything in the world". It might involve hitting someone or hugging them - but, in what Molyneux freely admits is a nod to ICO, its main expression is through holding hands.
His colleague demonstrates. The hero's wife asks him to find their lost daughter. He uses his dog companion to do this through a new system Molyneux actually calls "context-sensitive scenting", allowing the hound to track down people and things within the world. (A couple of other things have changed about the dog, apparently, but Molyneux won't say what.)
Child found, our hero scolds and then hugs her with Touch, before taking her hand and leading her back through the streets. She's still an independent AI character throughout this time, chatting away, commenting on and responding to the environment.
A darker example occurs when he leads a beggar who's defaulted on a debt to a factory to sell him, effectively, into slavery. Initially he confidently takes the player's hand, but as soon as they're through the factory gates he needs to be dragged kicking and screaming, saying that if he's left here he'll be dead in two weeks.
You can use Touch in any situation, in combat, when you're king - dragging characters to dungeons or the gallows. Molyneux hopes Touch will drive home the emotional weight of such decisions, and says it's absolutely central to Fable III. "Touch is the first thing taught in the game," he says. "You can apply that trigger anywhere, at any time."
He's evasive on how it will be controlled, however. There will be visual cues not in the current build of the game, such as glows around people you can touch, and "we've replaced functionality of the A button to an extent", but it's not clear how you'll be able to change the tone of your physical interactions. This is one area of the game where the promised support of Natal, Microsoft's new motion-sensing device, might come into play.
Combat is "a lot simpler and more accessible," says Molyneux, with a one-button system that unleashes light attacks with fast taps and heavier ones you build up by holding the button down. This isn't capped at all, so you could hold down the button for hours to deliver a "thermonuclear explosion" if you wanted, and the same system works across melee weapons, guns and magic.
In the demo, a half-naked hero with a giant axe who's clearly taken the evil path butchers opponents with heavy, slow-motion finishing blows. We're in a dungeon, a huge, high, open and atmospheric cave that will be fully navigable. There's a surprising amount of blood spattering about; the gore level adjusts to your moral alignment since, quite simply, evil players of the previous games wanted to see more blood, and good players wanted to see less. Phantom wings flash behind the hero as he strikes, the size and colour of which will show your power level and alignment.

Touch screen.
But that's just the least of the visual representations of your achievements and choices in Fable III. As in its predecessors, your character will morph, but instead of physical attributes being dictated by stats (a particular problem with female avatars who tended to end up looking like "shot-putters", Molyneux says) they will be influenced by weapon choice.
"If you want to be big and strong use a big weapon. If you want to be lithe and slender and graceful, use pistols and swords. If you want to be magical and mysterious, use magical objects like rings."
In the game's most visually striking change, those weapons (including magical objects) will now morph with you. They'll be unique, bearing your gamertag and changing according to how they've been used, and how much.
They'll have their own alignment, dripping with blood or glowing with a holy aura depending on how many innocents they've killed. Very aligned weapons will start singing of things that have happened to them when you take them out, a reference to Michael Moorcock.
Weapons' size is dictated by the number of kills and appearance by what enemies they've slaughtered - an axe that has killed a lot of Hobs will look like it's made out of Hob parts. They'll even have detailing drawn from your gamerscore.

Cave story.
"We're just bored of making more weapons for you," Molyneux says. He recalls how dispirited the team at Lionhead got when considering the 200 weapons they were going to have to design to beat Fable II's tally of 150. "People are going to be bored," he remembers thinking. "Why don't we get you, the gamer, to craft the weapons? You craft them by using them. Any weapon will reflect the way you use it and what you've done with it."
You can even trade a weapon online, selling to other players in whose hands it will continue to grow and change, although it will always bear your name. We ask if this means there'll be some sort of auction house, an economy tying Fable III's players together, but Molyneux, with a visible effort, dodges the question. "Something like that," he says, explaining that he can't go any further without digging into the online side of Fable III for which Lionhead appears to have very big plans that it's not ready to talk about.
He does mention that online co-op is a "really big feature"; that Touch can be used with other players invited into your world, and that you can even marry them; that they'll bring their own morphed weapons and dog with them into your world; and that players will no longer be tied to a single camera or area, but will be able to split up and do entirely separate things within the same game world.
If Lionhead can make this most individual and personalised of RPGs a truly social, connected game - something it never quite managed to do with Fable II - it will be a great achievement. We're anxious to know more, but in truth, our heads are already spinning.
It was a typically Molyneux presentation, stronger in suggestion and rhetoric than hard detail. But Fable III's ideas are bold and clear, and the game on the screen was solid and handsome and bursting with character. The king might just have found his crown.
Fable III is due out exclusively for Xbox 360 this "holiday season".
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Comments (108) Latest comment 2 years ago
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Of course, if you can't embrace new ideas, or if they scare you, then you can always go back to wanking yourself off over Elder Scrolls or WOW.
Hope this is a hit.
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svalbaard said it too!
Also loving the world of Albion moving, again, in time to a more steampunky age that 2 gave a tasting of. Love the steamin' punk.
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My pet project
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However, he does have a history of promising the world and then delivering a big bag of broken mechanics and disappointment.
@Anthony_Daniels - You trolling is utterly pointless. 4/10 for a 360 exclusive Lionhead game on this site?.
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yeah, that would be great. I still liked fable II tho, although it wasn't without problems. I can't help thinking making the combat 'easier' is a good thing, how easy does it need to be?!?!
And some decent drop in drop out co-op like ResEvil5 would be great. The implementation in Fable II was rubbish.
Unless it's a complete turkey, i'll still end up getting this just for the atmosphere. Walking round the towns of Fable II was always fun for me, plus the english speaking actors really helped with this.
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He's a great industry figure, but I wish that he'd spend as much time getting the details right as he did imagning the big, high-concept ideas.
I'll still buy it, I'm sure
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uh oh. Must not comment... too ... easy...
ah!
nah to be fair i've always loved the look and feel of the fable games, shame though that they last about 4 hours each unless you delight in buying houses and kicking chickens.
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Not having to develop a new graphics engine from scratch ought to have helped.
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Indeed... focus has obviously been on features. Looking at the screens the engine is tweaked but probably just a team of a few experts has been busy with that while the rest of the gang could go wild with content.
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So rather than make 150 weapons which the team didn't enjoy they will now have to make 150 weapons and umpteen different iterations of the weapon to accommodate the growing and morphing! Typical bloody designer. No real concept of the consequences of his ideas. Where does this he think that the morph states will come from? The player? His own arse?
jeez!
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Sorry for the rant, but he really bugs me!!
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Then again, it is Friday, things do look better, generaly.
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I dunno.
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Err... please refrain from talking about technical things. You have no clue.
It is much easier to write code that will do the morphing for you based on a number of parameters then to create weapons by hand. The procedural weapons will ofc all fall withing certain parameters and have the same wide selection of handmade weapon looks (well depending on how expansive the procedural code is).
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Apart from that, a very exciting preview, granted I loved Fable 2(although it looked like an insult to western RPGs at first glance). Have to keep hopes low, though: PM has been known to be over-promising and exagerating.
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.. so the children can have no jobs to go to? Sounds like some Utopian nightmare lol
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Holy kerap, how simple can it get? The worst part of fable 2 was the fact it was just button mashing simplicity.
How about introducing some tactics? You could pretty much wade in and batter every combatant after shooting up a few levels and it made combat dull in both of the previous incarnations.
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I liked my dog though.
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I personally think Diablo should be more interesting than just mashing LMB to attack the enemy while my hands hover the hotkeys of mana and health potions. But of course, that would be heresy to ask Diablo to be more complex than it is.
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So my opinion is: Peter Molyneux is a talented bastard. It's quite obvious that he is talented and he is a bastard because he keeps the best of the Fable experience (the making of it) for himself and his Lionhead chums, but expects us to enjoy (and pay for) a simplistic toy which doesn't really work as a game in any way (much less the role playing one) no matter how open minded you are about it.
How about you make games again for the other 'half of the players' Pete? You know, the half that can put the effort needed to understand and enjoy a truly interesting (complex) game such as this?
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Sure he might fail on delivering what he’s aspired to, but that doesn’t mean he should be vilified for it, he loves talking about them because he gets excited, that should be applauded. With failure comes learning, with learning comes improvement.
Anyway, before I develop a man crush for him I’ll just say I’ll be looking forward to this, I loved Fable II, for all its faults and quirks it was a wonderful charming game.
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I hope the online co-op isn't as shitty as the second one's, what's the point if they can only move about 10 metres away from you? That was really dissapointing.
And I think Molyneux could, already, be exagerating some of the things you can do in this new one. Nuclear explosion filled Axe swings!!??? Really???
Still, the touch thing sounds pretty cool and is surely the gameplay mechanic that will make use of Natal.
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I agree. RPG games of all the genres are surely ripe for players not using anywhere close to all of the mechanics. The whole point is that you craft your own experience, so you would surely expected the experience of each player to differ from that of the next, which in turn suggests each player will NOT experience aspects of the game that the next player does experience.
Cutting content based on the number of players that get to see it is the sort of thing bad publishers say (I once had a publisher telling me we shouldn't allow to skip cutscenes, purely because they had cost money to make and so in his mind every player should be forced to experience them - the glaring fact of the gamer having already spent money buying the game, which would not get refunded just 'cos he skipped a cutscene, fully escaped the hard minded fool).
The ONLY thing that matters is the end experience of the player, and if multiple options (not all of which get experienced by any given player) increase the quality of that experience, then you have a strong reason to include them.
HOWEVER, if PM is saying that cutting the number of mechanics allows each of the remaining ones to be better, that is a decent reason to consider it. That might in fact be what happened, but it ended up getting draped in misleading "50% of players..." statistics.
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He's as play-safe and calculating as Bobby kotick, and it may well be that he respects the player even less. The one (huge) difference is: he actually enjoys making games (which probably makes him a much happier man than Kotick).
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You couldn't make that up. It reads like a Molinjö parody ffs
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How many times to people have to says this. Dungeon Keeper is OWNED by EA. Lionhead/MS can do nothing.
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How many times to people have to says this. Dungeon Keeper is OWNED by EA. Lionhead/MS can do nothing.
.. so? has anybody asked for Dungeon Keeper 3 in this thread or something?
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If the multiplayer is as good as it sounds in the end product, it'll be worth the purchase. I don't think there has really been a good multiplayer rpg/adventure game on this gen of consoles yet. Feel free to correct me though
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See post 7.
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After typing a long essay post here ... i deleted it because it all comes down to the following: Is there any chance the game will turn out equal to or better than what Peter Molyneux is describing?
Personally, I don't think so. And the reason why I feel that way is because when Peter speaks, he's just too passionate about his project(s). Like a kid, he describes the absolute best case scenario and makes it seem like what he's working on is the holy grail of organic game design.
Pre-release themes he touches on are usually relationships and emotions while he almost always avoids talking about any of the technical and arbitrary processes running in the background.
I honestly believe that Peter is a visionary man but after two decades of playing games; logic and reason tell me that for him to realise the dreams he's been talking about, it takes more then just passion to make it work. It takes many years of planning, many years of developing, many countless set-backs, many release date-slips and blood, sweat and tears to boot.
The actual problem is that simplistic combat aside, Peter is describing a game that's too good, meanwhile his track record along with reality tells us that his games are just good games with missed opportunities.
Basically it's a missmatch between what he's saying and what he's delivering. I'd love to see what Peter could achieve with a huge budget and a lack of any publisher influence on his work.
Edit: Why would you look at that, I deleted one essay post and ended up with another
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At bloody last! I always quite liked the expressions systems as an extra but it sucked as the main method of communicating with the world. I'm not sure this touch system is going to be much better, mind you.
Aside from that I think this sounds rather promising.
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oh i very much doubt those are the same morons
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The dog in Fable behaves as dog, whether you press the talk button with it or not. I'm not saying it is the best dog in the world but in terms of behaviour its a much better dog than the mabar war hound of fereldan.
I plussed that farticus person.
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Waiting for the moment to arrive, to drink the very essence of soul
He did not know that the sword he'd hold would turn his priceless empire into fool's gold
The truth, the shadow of the sword will hide - til it's too late, a traitor at his side...
See, now I'm all looking forward to it again. Personalised weapons sound great.
I'm just wondering why Eurogamer should be so surprised that Molyneux is promising the moon onna stick. This always happens. The game is going to be a beautiful ambitious glorious mess. I will hate it, but not before I've loved it. 'S all good.
Although.... if online co-op is the norm, will I still be able to play with a friend at home? The shared-screen co-op was a bit weak but it's better than nothing.
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Yeah that is all very true and elegant. The problem is his failure and learning costs me 40 quid a pop.
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The game industry needs more developers like Lionhead and more designers like Molyneux.
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If anything I see PM trying to break games out of these restrictive compartments called genres.
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Besides having genres isn't anything bad, and besides if by any chance PM would manage to invent something compleatly new it'd be given a genre sooner or later fitting the game.
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For what I see and what I'd focus on is a game world with procedural and emergent behaviour. Let's see how far PM manages to take that and how much further it can/should go.
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Damn them and the resulting awesome games they give me!
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Must be great to work for him and have him take all the credit for your work!
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But I'm not sure I approve of gore being toned down with less/no blood for 'morally good' players. If you want it so 'good' players don't have to see blood, give them an alternative to brutally murdering other characters.
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We get cars as well!?
@Zisssou
He's already done the pied piper quest in Black and White.
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Why don't you do us all a favor then and not buy the 3rd one or visit the comments sections.
I mean, if you don't like something and have no desire TO like it then why are you following it at all?
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Some of the best games ever have been made in a few months by a small team and some of the worst games ever have been made on 5 year cycles with big teams.
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After what Fox news did with Mass Effect, it will be interesting to see the interpretation this gets!
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Sounds the same as what he’s saying about Fable 3.
My bet as a world renowned psychic – he’ll be rehashing the same kind of tosh when Fable IV squirts out his ass.
Overrated glossgame from a Microsoft-lackey bullshit- Meister.
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Oh he did well in combat, that's the only part of npc behaviour that exists in DA. But in an overall picture...it was lost on me.
I've been spoilt by the non-static game environment of Spaaaaaaaace Rangers 2. It is far more difficult to keep that suspense of disbelief. Fable manages to provide a non-static world, albeit to a lesser extent, in terms of stuff, than SR2 but for me, it's doing the right thing in how the base of a game world that you're put in should be. A living vibrant world that will wage war and have people die whether you take part in it or not. Where the Dominators will conquer star systems one by one while you faff about on a sidequest...bah, i've gone on another SR2 monologue.
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And while while acessability
is okay at some point you have to realise that videagames just like films and books should be allowed to ask something of their audience.
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Best uses of recharing health so far have been in Halo 1 and Resistance 1, only two games.. tho halo 1 only used recharging shield which was entirely plausible since you're wearing futuristic armor anyways, but having to deal with health packs gave a nice addition to it and thus good amount of challenge. I didn't like halo 2-3 nearly as much since the fully regenerative health sucked any immersion out of the experience not to mention made the sequals considerably easier.
Resistance 1 on the other hand gave you recharging healthbar all tho not one that compleatly recharged, and it was also backed up with a reason why your charachter had such an ability, it was a nice addition and quite refresing. It provided the game with enough challenge without breaking immersion, unfortunatly rest of the game didn't keep up that well.
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What are the chances of some actual metallic armour making a return? Of course it could be optional depending on the path you decide in which to take your character on, but I really missed the noble or intimidating atmosphere the shining armour could do for the game.
As a Hero you felt safe, strong majestic and truly looked the part in the first Fable, same with the villian, dark, dented armour with an ominous red aura could instill a genuine source of fear.
Of course Fable II removed this and you ended up as some guy in an overcoat with red eyes, evil, but not very intimidating, more peadophilic if anything.
They might huff about having to put various armour sets in this one as they did with the weapons, but to be fair the first game didn't have that many armour sets, and who says the armour doesn't have to shift as your weapon does...although I don't like the idea of ugly hob parts pertruding from my weapon, especially if it was never my intention to slay as many of them and it was something I was forced to do enroute to an objective.
As usual Peter is rife with ideas, absolutley nothing wrong with that. So far I have enjoyed all of his games and played through them all extensivley, yet people are quick to shoot him down, if you haven't learned to take his interviews with a pinch of salt by now, you never will.
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Expressions are rubbish but the "Clap him in irons" expression" would actually be preferable to this new, stupid "Pull people about" idea. How does combat work if I'm leading someone by the hand? If they disconnect, surely that old stalwart "Follow" expression would, again, be preferable.
I'm not asking for an in-depth depiction of being a monarch circa-1820... but I genuinely think being able to get your soldiers to do stuff for you, "Seize him!" "Off with his head!" "To arms, men!" "Once more unto the breach, my friends" would be more fun than, uh, the incredible ability to hold hands with certain NPCs.
"[Players] used less than half the features in the game."
Why doesn't the article quantify that, for God's sake? If you count the minigames as one feature and buying property as another... what else was there that wasn't utterly essential in the completion of the game? Did the average player get into their first combat scenario and just throw the controller away and start weeping inconsolably?
"Combat is "a lot simpler and more accessible," says Molyneux, with a one-button system that unleashes light attacks with fast taps and heavier ones you build up by holding the button down."
I'm sorry, its been a while, but I'm pretty sure they did this last time around. You can't re-sell me the "One button for combat" feature. How exactly can they make it simpler? I suppose, with the use of the technology Lionhead is developing for Natal, all you have to do now is frown at the screen to progress.
I'm also pretty sure tricorn hats and pistols were in Fable 2. Unless this one has machine guns, ring bayonets, snap-top revolvers and a healthy sense of sea-bearing imperial colonialism it won't really have updated at all.
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