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Fable III Preview

Xbox 360 Preview by Oli Welsh

12 February, 2010

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"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.

'Fable III' Screenshot 1

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.

'Fable III' Screenshot 2

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.

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Comments: 1-50 of 109 Next →

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MaFlippinHeadHurts
12/02/10 @ 10:36
#2
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Really looking forward to this
JunglistVIP
12/02/10 @ 10:37
#3
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That photo makes him look like the yellow guy from Sin City
Armoured_Gideon
12/02/10 @ 10:40
#4
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The fact that it will have true co-op is enough to make it tempting for me. The 'invisible rope' version in Fable 2 was a bit of a letdown in an otherwise terrific game for me.
mkreku
12/02/10 @ 10:40
#5
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Oh no. It sounds fantastic, as usual.. and then you remember it's Molyneux. Help help I must keep my hype level low!
Batfink
12/02/10 @ 10:41
#6
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Sounds exciting, but then so did Fable 2 and I got bored of that about 1/2 way through
mingster
12/02/10 @ 10:42
#7
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Meh.. Just do an updated Dungeon Keeper and you will have my money.
Svalbaard
12/02/10 @ 10:45
#8
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This should be interesting. Love his games or hate his games, Pete and his team have always stayed on the cutting edge of games design and it sounds like there are some refreshing new design features to make this stand out from the crowd.

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.
Shinetop
12/02/10 @ 10:49
#9
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I can't wait for the Slave Trader achievement. That dragging a beggar into a factory bit sounds hilarious.
hiddenranbir
12/02/10 @ 10:49
#10
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I liked Fable 2 and understood what Peter was attempting. Sure he doesn't manage to pull of everything he tries but the fact he tries to push envelopes in an industry that is very happy to recycle 'safe' games with few attempts to test your tastes is a good thing in my book.

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.
Dizzy
12/02/10 @ 10:50
#11
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Good to see more procedural stuff sneaking in. Sounds all really cool... I love the direction Lionhead is taking.

My pet project ;)
thisisatempaccount
12/02/10 @ 10:52
#12
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Ye Gods, is the word 'follow' in all of its forms now the exclusive domain of Twitter? Having followers has been big since Jesus, and come to think of it, he seemed to get a whole lot more done with twelve than Steven Fry or Perez Hilton ever will with their thousands..
OnlyMe
12/02/10 @ 10:53
#14
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I think this sounds good, although I'm not so sure I want to see less blood just because I'm playing a good guy (which I usually do). Heck, if someone was to rape my daughter and kill my wife, I would certainly want to go all Kratos on that someone, and I'd want to see him suffer.
StanleyPointLarge
12/02/10 @ 10:56
#15
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"Meh.. Just do an updated Dungeon Keeper and you will have my money. "

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. :D
TeaFiend
12/02/10 @ 10:59
#16
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I can marry other players? If that is like my past Fable experience I will then proceed to kill them in some dramatic way, upset the town, slaughter the town, eat some celery and leave.
hiddenranbir
12/02/10 @ 11:01
#17
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Yes, the voicing agency they used was top notch. Likes of Julia Sawalha, Stephen Fry, Corden, Stephen freakin' Greif! Probably more I've not figured out yet too.
Jeepers
12/02/10 @ 11:03
#18
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Fable and Fable 2 both had their charms, but both suffered - imo - from some pretty extraordinarily bad design decisions. Having your stash of gold grow even when the game wasn't loaded soon meant that money had no value; customising the character based on the foods you ate brought us back to San Andreas levels of grind-to-customise chores.

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 ;)
actionfitz
12/02/10 @ 11:03
#19
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""As soon as you see that you think, 'Oh my God, what a talentless bastard I really am'."

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.
Bertie staff
12/02/10 @ 11:05
#20
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Sounds brilliant. Fable II was great.
Segnit
12/02/10 @ 11:07
#21
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Leading Albion and the whole political aspect to it sounds very appealing to me. But the game sounds too ambitious to have been pulled off right in just 2 years of dev time. What's the catch Peter?
des
12/02/10 @ 11:11
#22
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You can marry other players...hmm
Shinetop
12/02/10 @ 11:13
#23
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But the game sounds too ambitious to have been pulled off right in just 2 years of dev time. What's the catch Peter?

Not having to develop a new graphics engine from scratch ought to have helped.
Dizzy
12/02/10 @ 11:16
#24
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>Not having to develop a new graphics engine from scratch ought to have helped.

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.
crazyhorse174
12/02/10 @ 11:21
#26
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Without trying to sound like a prick, and not getting on at Molyneux - but how much of what he says do you actually expect to end up in the game?
Lee_Morris
12/02/10 @ 11:22
#27
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Must resist buying a 360.
hiddenranbir
12/02/10 @ 11:28
#29
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Actually they won't have to design that many combinations. It allows simple rules to limit the variations.
SUNDANSS
12/02/10 @ 11:28
#30
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Molyneux bugs me with his bullshit marketing speak, it's always the emperors clothes with his games. Oh look, a wall I want to jump over to take a short cut. Nope, can't do that so have to find a gate. Oh look, a villager who looks exactly the same as 10 others in the last village and talks with a terrible olde English accent. Oh look, a bad guy on the road. I will shoot him with my bow while he stands there and waits to die.
Sorry for the rant, but he really bugs me!!
miiiguel
12/02/10 @ 11:31
#31
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Sorry to crash the bashing party, but for me it sounds pretty exciting.
Then again, it is Friday, things do look better, generaly.
Eraysor
12/02/10 @ 11:34
#32
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Sounds very impressive. This is why western RPGs are so much better than Japanese ones nowadays - they actually bother to push the boundaries forward rather than sitting in the ancient Final Fantasy groove.
Quint2020
12/02/10 @ 11:41
#33
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A lot of the new stuff like the touch system and the weapons that customise themselves to you all sound really cool but the combat system sounds dull and even mashier than the one in Fable II and I'm still not convinced on the levelling system....
InternetRed
12/02/10 @ 11:46
#34
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Instead of this whole exp/follower system, what if he made a system where the user did not gain exp or have skills, but relied entirely on the weapons, and the ability to learn? Say the second analogue stick controls sword movement. You know how to slash and hack as the game explains that to you, but then you wonder "if I twist the sword when I parry, can I disarm?" Bingo. Trainers in the game teach you real-time, how to do skills, but, you can sit and practice until you make combos which allow you to maybe parry and thrust past defences, or make them react, while you hack at their ankles, so on and so forth. People in game can show other people in game, people can post on forums about the latest ability they have 'made', and so on. Sword fighting and such will get a bit stale as there's only so much you can do with the analogue stick (and maybe a button or two), but then magic rears it's head. Imagine when you cast a spell, you "pause" the game, (or slow it down), and then draw a rune sequence using the analogue stick. You know, X is Fire, and T is throw, so you can do TX to throw flames. However as you go along, books and trainers (or sitting messing with it) will teach you how to string together more runes, allowing you to do many more things. Maybe you throw an illusion that the people are on fire, and when they run around, you telekensis their weapons from the ground. Maybe you combo a slip ability with a nature restraint, causing the target to fall over and vines reach up and grab the person, before then finishing them off with a shot to the head.

I dunno.
Dizzy
12/02/10 @ 11:46
#35
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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"

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).
andywilkie35
12/02/10 @ 11:48
#36
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Eggsellent, can't wait
Alterego-X
12/02/10 @ 11:51
#37
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So, what about Natal? He said it would be used, but even if it is, based on this review it is just a gimmicky side feature, not a core part of the combat, this is still a controller-based game.
darm
12/02/10 @ 11:58
#38
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wtf, even more simplified combat? is there really a way to make it more primitive?

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.
DrR0b3rts
12/02/10 @ 12:06
#39
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I loved the way Fable II integrated other player's icons zipping round the world, that's as close to an MMO as I'd want to get. Looking forward to this.
Byzanite
12/02/10 @ 12:08
#40
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"You're going to promise to turn all the factories into schools"

.. so the children can have no jobs to go to? Sounds like some Utopian nightmare lol
kestral
12/02/10 @ 12:09
#41
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get the clue, it's no longer about the combat, it's just a vehicle for progression.
Eraser
12/02/10 @ 12:09
#42
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Touch, Morphing weapons, dogs, interaction with NPCs... that's cute and all, but will the game itself be any fun to play? I didn't think Fable 2 was a particularly good game. Yes, you could do a lot in there, in that world, but ultimately, the core gameplay was pretty weak IMO.
Load "$"
12/02/10 @ 12:11
#43
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Make combat simpler?

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.

Hypercube
12/02/10 @ 12:16
#44
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I enjoyed Fable II, and completed it, but lost interest after that even though there are apparently more missions/quests left.

I liked my dog though.
kangarootoo
12/02/10 @ 12:33
#45
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Some genuinely interesting ideas. I don't buy into the hype, but neither will I dismiss this because of it. I'll wait for a review, then maybe a demo, then maybe my own playthrough before forming a concrete opinion.
hiddenranbir
12/02/10 @ 12:37
#46
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Why should Fable have rts level tactics for combat?

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. :P
jimboton
12/02/10 @ 12:42
#47
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Whenever P M speaks about the latest interactions, behaviours and possibilities to be featured in the latest Fable game I can't help but think what tremendous fun must it be to come up with and do all this stuff. I mean designing a Fable game has to be about 10-20 times more fun than the methodical task involved in crafting your regular Zelda game with all its carefully scripted pacing, tightly balanced gameplay, complex puzzley dungeons and that huge overworld full of secrets.. with Fable you unleash your innovative procedural code and advanced A.I. routines and hope for the player to have tremendous fun exploring the intrincacies of the system you've created... unfortunately we all know by now what all of this translates to in the gaming end (fart jokes mostly as Pete himself puts it). Fable games are so clever in concept yet so dumb in actual play..

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?
makeamazing
12/02/10 @ 12:50
#48
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I always like games that push the "Things that you do will have an effect on the world"... this is what I personally want more of in games. I want it visually and gameplay wise, so even if PM doesnt live upto some expectations, I am glad he is moving forward in this area of gaming.
Nightbite
12/02/10 @ 12:54
#49
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I think Lionhead would do a lot better having someone other than Emporer's Tailor Molyneux talking about the games - he always massively over-hypes them, probably makes half of this stuff up mid-interview, annoys the hell out the actual grafters on his development team that have to make the impossible happen, and ultimately disappoint. I wouldve enjoyed ALL of Lionhead's creations significantly more if he hadn't sold me the moon on a stick in the first place. This game will be good - their skill is undeniable, but it wont be a scratch on his promised "vision". Also, I hate the way he's always to quick to criticise his former work - "only good for fart jokes" - a ten year old would have had the foresight to predict that, yet he didnt manage it?
Rubarack
12/02/10 @ 13:07
#50
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I don't get why half of the players only using half the features is a problem, I'd rather play a game with hidden depths that I don't explore than Snakes and Ladders because the designer is worried not everyone will understand getting hit by a sword is bad.

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