Fable
It's one of the most ambitious action role-players ever conceived, in which you literally live the life of a hero. But when we sat down with Fable for the first time, we wanted to make sure that the underlying game could back up that ambition.
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Once upon a time there was a clever game developer. He was an eager man who always tried his best, and for this he was much loved by the people. Each time he made a game, he would pour his heart into its creation, hoping to push the boundaries of his profession. His lofty goals weren't always met, but he was admired for his ambition nonetheless.
Then, one day, the clever developer gathered the people together and told them of a new game he was making. It would be a role-playing game, he proclaimed, the greatest of its kind. The people were intrigued and, as the developer left to begin his long work, they braced themselves for the day when it would finally be in their hands...
Hero-worshipping

The ending to this story hasn't been written yet, but having spent some time with a near-complete version of Peter Molyneux's Fable, we can say that it's probably on course to be a happy one. But while the game formerly known as Project Ego is already a polished and impressive one, it's still hard to say if it will be the success that developer and Lionhead satellite studio Big Blue Box is aiming for.
Much has been made of Fable's two most touted features, the morality system and character evolution, and the overall thrust of your adventure - living the full life of a hero; swords, sprogs and your character's ageing and choices in life all taken into consideration. But, we reasoned, there's not much point implementing these clever ideas if the game itself doesn't handle convincingly. That is, after all, what led to a lot of people giving up on Black & White. With this in mind, we set out to answer a few of the questions we had about Fable the game - specifically, what would people make of the game's atmosphere, aesthetic, combat and controls.
The areas of the game that we saw in our quest were based mainly on the saved games of testers at a Microsoft software lab in Dublin. The good thing about this is that we got to see areas of Fable that a simple trade demo might not have given us access to, but the downside was that some of the characters were affected by cheats, which made the combat difficulty harder to judge. To begin with though, we started a new game.
Learning the ropes

The first thing that strikes you about Fable - and it soon becomes clear just how important this aspect will be to the finished product - is the game's quirky complement of characters. Instead of the typical medieval-fantasy setting we were expecting, full of boring peasant types and monotonous accents, we found gaming's equivalent of Blackadder. Many of the NPCs will bring a smile to your face through voice and mannerisms alone. This might seem like a moot point, but once we saw how the game shaped up further on, it became a crucial factor.
For example, Fable begins with the first 'quest' given to your character (only a teenager to begin with) by his father. He wants you to buy a birthday present for your sister, but he also adds that he will give you a gold coin for "every good deed you do in the town". Now, in any other game, this would have been a bad start. Why would any father say that to his child? How would he know about the good deeds you performed, in any event? Fortunately, Fable doesn't take itself too seriously. While in any other game you might immediately find your suspension of disbelief, well, suspended, here we found ourselves unperturbed as we danced around Fable's whimsical, fairytale world.
A better example is the second quest we stumbled into. This time, a merchant asked us to stand between two crates of his and guard them, so that they wouldn't be damaged or stolen. After we agreed and he left, a young boy challenged us to destroy some of the crates in the name of reckless youth and pure evil (well, maybe not). Naturally, hitting stuff was more appealling than standing still, so we complied. All in the name of research, you understand. A few seconds later, the merchant came back, irate that we hadn't guarded his goods, and we received our first evil points.
The event itself was pretty boring, but the consequences were immediate. Once we arrived at the centre of the village, a guard (very 'Allo 'Allo) pulled us aside and said he suspected we had been up to no good, and that he was keeping his eye on us. And so he was. Having double-crossed a cheating husband a few minutes later, this bumbling PC Plod proceeded to give chase around town. And it didn't really matter to us that he somehow knew everything we'd done within a minute of us doing it - we were too busy chuckling at the comical sight of this jolly bobby darting around like something out of Benny Hill. Right from the outset, the emphasis seems to be on making the consequences of good-versus-evil dilemmas fun, rather than getting too bogged down in how people would really react to your actions. That's not to say Fable doesn't have a darker side to it - we found examples of that further on - but, from what we saw, it's more interested in keeping us entertained.
Technical knockout

Graphically, Fable is actually a bit hit and miss. While it is technically excellent, we were a little underwhelmed by some elements. On the plus side, there's a lovely filter effect in use, which coats everything in a soft glow, the environments feel very organic, and the world is populated by well-animated NPCs, including the main character. On the down side, of the three or four villages and towns we visited, all seemed quite similar; there was a lack of bright colours in view and the building architecture was nothing to write home about - just enough to write here. Waterfalls and glimpses of far-off vistas were used to beautiful effect, but conversely we didn't come across any area of particular expanse. In fact, every area we visited was distinctly closed in - for an RPG at least - but hopefully there will be exceptions to this over the full course of the game.
In terms of navigation, however, there can be few complaints. The top right of the screen shows a little radar, on which there's a map of the surrounding area. Green spots seemed to indicate people you approach for quests, or interact with on that level, while there were also spots for exits and enemies. It could be argued that having a map that shows where to fetch quests is slightly RPG-lite (although perhaps you can turn it off), but equally it should make navigation easy enough for anybody who doesn't want to spend time searching for the next piece of action.
Camera control with the right stick, meanwhile, is responsive and not in the least bit annoying. Much like Sudeki, you can zoom in or out with it, and spin it left or right, but you can't look up or down. There didn't seem to be a first-person view and the tester talking to us confirmed its absence when we asked.
Village life

All in all, our impressions of the first village were very positive. The graphics were pretty, the Danny Elfman music was excellent, and the characters were instantly likeable. Far more encouraging, however, were the simple examples of consequence we saw - if every action we take in the full game earns responses like those of the 'bobby' guards then Fable's morality system will certainly have enough to separate it from that of KOTOR and other such games.
However, the time we spent with later areas of the game did place the experience in a slightly different light. Most of our concerns here lay with how NPCs react to your character - one of Fable's most interesting features. For example, in one of the saves we loaded up, our character (now an adult) was in a small, populated area, so we decided to see how much havoc we could wreak by killing people. For a start, it didn't seem possible to even hit most of the NPCs in the area, so Morrowind-style slaughtering of whole village might not be a possibilty in Fable. (Not that we ever did that anyway, honest.) What we did manage to do was convince a villager to follow us around - which is presumably only possible if you have sufficient hero status - and started hitting him instead. After the first hit, he muttered his disapproval, but once we continued he eventually started attacking us and we killed him. Straight away a stream of guards came our way, ordering us to pay a fine or face the consequences.
Naturally, we faced the consequences. Thankfully, our character seemed to be pretty strong and we were able to dispose of around 20 guards with relative ease, gaining more and more 'evil points' with every kill. The thing is, the NPCs that we couldn't attack reacted a little strangely to this mass murder; two old women were suitably defferent after the attack, speaking in fearful tones at their "master", but they both spoke the same lines and their body language said nothing of their fear. This was only a brief moment, though, and we legged it out of the village soon after, so it was hard to say if the whole place would have reacted so underwhelmingly. Once again, however, we'd have to point out that the overall whimsical nature of the world probably counteracts this kind of response; it's almost as if the NPCs expect such erractic behaviour from the 'hero/villain' class of society.
Sim Hero

One thing that can't really be forgiven, however, is how many of the inconsequential NPCs seem to use the same models. In the case of the aforementioned old women, both were utterly identical, and we saw similar cases in other areas. Still, we really didn't see enough of the game to know if that was a recurring problem, and characters of more importance were far better realised.
Also worth mentioning are the comments townspeople throw your way when you've grown into an adventurer. One bizarre example was the term "chicken chaser", which was being fired at us from all directions in a place called Bowerstone City. We can only assume this related to an earlier quest, though we'd love to think it came as a result of constantly kicking chickens, which was something you could do in the first village. We'd imagine such comments are many and varied - and they add to your character's customisation wonderfully - though we'd also imagine they can get pretty tiring if repeated endlessly and by every NPC in a given area.
Other nice examples of NPC tomfoolery included being trailed by a hero-loving villager, only for him to mutter "I thought followin' an hero would be more exciting than this", and being referred to as "your highness" by another for some reason. Overall, we can't wait to see how our own character will end up being treated when we play the game through fully, which has to be a good sign. In fact, when you consider there's an ability to 'gesture' in the game (farting and waving being the two we remember), and earn new expressions, you even get the impression that Fable has been influenced by The Sims.
Will he, won't he

Of course, Fable is an action-RPG, and no matter how good the rest of the game might end up, it would all be ruined if the combat resembled a vacuum cleaner's obituary ("It sucked"). Thankfully, that doesn't seem to be the case here. At its heart, Fable is just another hack and slash affair, but through the 'Will' system Big Blue Box has made the experience sufficiently compelling.
Basically, combat boils down to one of three things in this game. First up is your basic melee combat. You can lock on to enemies, block, dodge and dish out damage. On its own, the melee combat feels slightly cumbersome - even frustrating when faced with multiple enemies at once - but the feeling of contact is quite pleasing, and even becomes addictive after a while, particularly thanks to the 'flourish' system, which multiplies experience earned depending on how many melee attacks you can string together in combination. So, while far from groundbreaking, melee combat is at least satisfying, and as your Strength and Speed improve over the course of the game - touched up in various sub-categories as you earn experience orbs, in a system slightly reminiscent of Sudeki's - you can expect it to become smoother and more varied, too. There's also archery to look forward to.
But where the fun really comes into play is with the magic system, or Will. We only got to see a few examples of this, but they included an ability that slowed down time (does any game not have that these days?), a Star Wars-style lightning attack, and a Berserk mode for increased power. Each of those complemented the melee side of things very well indeed, and there were a whole list of attacks to earn. In fact, it looks like you'd have to play as several different characters to access them all.
We spent most of our time fighting in an arena later in the game, where each round brought with it different enemies (the prize money was doubled for each round we completed without stopping for healing, etc) so we got to see a variety of them. There were slow-moving zombies, aggressive werewolf types, two huge rock trolls and an extremely large scorpion boss. None of them were particularly clever (in fact, some were a mite buggy) and in general they alternated between simple ranged and melee attacks. For the most part, like the majority of RPGs, it seemed less a case of how skillful you were at the combat, and more a case of battering away at enemies until one of you dropped dead. In saying that, we had a lot of fun in this area, and that's more than can be said for many action-only games we've played recently.
That's the end of that chapter
Overall, the time we had with Fable was very encouraging. Aside from the things we've already mentioned, a number of other things stuck in our mind - the 'Demon Doors' that offer difficult quests for high reward; the narrator's voice, which sounds like Alec Guinness, warning you when your health is low and the like; the special 'cards' that let you change your haircut at the barber; the collectable keys scattered over the game and the chests that will only open if you've found enough of them.
However, despite feeling relatively upbeat about it, there is still some serious doubt lingering over Fable in our minds. As much as we enjoyed our time with it, it's the sort of game - typical of Peter Molyneux really - that we can't really assess piecemeal. The early sections of the game are fairly on the rails before branching out and letting you make your mark on the world, but will the game's emphasis on giving you choices dilute the quality of the path you do take? Will your character evolve and change at a satisfying pace? Will your actions utterly change the course of the game, or only change the reactions of bystanders? Will we ever find out what "chicken chaser" means? With the game due out in a couple of months' time, we're reserving judgement until then - but here's hoping for a fairytale ending.
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Comments (56) Latest comment 7 years ago
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As opposed to?
Well as systems become more powerful.. expect more complex AI/Physics to dominate games. The last year or so is just the beginning of this, so give the designers some credit for trying to break ground. Luckily it is not a convulted plot, apocalyps, crosdressing Japanese RPG.
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Oh, and many of the things that make Fable sound nteresting have been in Gothic years ago.
/ducks and covers
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Weighing actions AND consequences for their black/whiteness? Stealing is bad - but stealing from a bad man? And all that. Okay, so not every game needs to present the illusion of choice like Deus Ex but I would have liked to see Lionhead show progression from the prescribed good/bad actions of "Black and White", which is arguably not a matter of extra resources for AI but just accepting that players determine their own morality, rather than bounce off the programmer's own.
Of course, till I play the game I should give it more the benefit of the doubt. And you say there's no convoluted plot or cross-dressing?
/flees
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Machiavel, everything needs to be detirmined in a game. That includes what is good, evil, what is expensive or what is cheap. Stating that, just sounds dumb to me. It's like saying in a game (about it's shopping and merchants) "Another dumb economic system, determined by the designers".
The good/evil in Fable is the best so far, IMO, and instead of the normal It's a good or it's an evil action, the actions are usually tones of gray, and instead of affecting 1 major reputation affect minor reputations on each group. Helping a person might hurt another, to one person you become good, while to other you become evil. Genious to me, dumb to you, but then again, you don't want to play games, do you?
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Shades of grey sounds fine to me, as is broadening out the dynamic from one Good/Evil scale rating. You can't honestly say you thought Black and White worked, as initially interesting as it was, when 99.9% of people playing it would end up a kind of muddy white? For me, being a true Devil required some ridiculous strategic decisions (as you had to be totally bad) and being truly Good, well, led to an insipid and narrow range of play.
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Heh, I never thought I'd see myself say that!
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More gaming marmite from Peter, I suspect! But will I like it?
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If they're gonna do that, I mean have good / evil points, they could at least not run the thing so it's biased towards good.
You're not telling me that an evil guy with a huge axe is going to find life in a fable-like kingdom THAT bad!
Peej
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The whole point of being evil is lost when everyone knows you are evil. Has no developer ever heard that murderers try to hide what they did? If I understand corectly, being evil in Fable will always come down to killing a lot of people, because all the guards will atack you. But what if I want to be a bad guy posing as a good-doer, like it happens in real life? I can live with the simplistic nature of the good vs evil choice, but I can't live with the simplistic way it's treated.
Also, another thing that bothers me and has always been done the same is that, in games, good and evil cancel each other. This means that, if I save someone's life, I'm forgiven for killing someone else. Or, worse, if a help a hundred grannies cross the street, I'm forgiven for murder. Again, stupid. My good and evil deeds should coexist separately and have separate consequences on me, not merge into a single, all-determining counter.
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that preview seemed to "forgive" a lot of things.
it'll be interesting to ses the final product
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Nice to see a First Impressions that takes this into account, and discusses the potential without assuming it'll be fulfilled. Glad to hear the combat and magic are fun, mind. That's a hurdle jumped right there.
We wants it, preciousssss...
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Betcha'
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I always had doubts about the whole morality system and the way it would affect the world around the player. Everyone remember the apple gimmick in Black & White? Journalists all gasped when the game zoomed onto a barrel with an apple on top. And a worm popped out of it. Then when the game was released we realized that was the only huge detail of that caliber.
The morality system in Fable, with it's own consequences, sounds a lot like most other games out there that attempt the same thing. But they never realize it properly, as Machiavel points out; strictly black and white. Let's hope that while Fable may have it exactly the same way, they do it properly.
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The version I saw wasn't a preview build. According to the testers present, it was up to date - also, they work on localisation in Microsoft Dublin, so I'd imagine it couldn't be *too* far off the final build. In saying that, I'm sure BBB have been working away with it in the mean time.
(See, even my posts are even-handed!
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its easy to sit thier and say what you want, but do you think its easy to implement it into a game? what about time? costs? e.t.c? "
You have no idea how comments like that get on my nerves. Get this: I don't care! If making a good game is too dificult to them, they should find other, easier jobs. I've played good games in my life, so I know for a fact that they're not impossible to do. Problem is that a lot of developers have dificulties thinking outside of the box and just do what has been done.
And really, that's what I have against Fable. Molyneux started with the declared intention of making the best RPG ever, but Fable has absolutely nothing groundbreaking to offer, no matter what thay might say. It really looks very normal and conformist.
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Well, if you're looking for a bit more to get excited about, one of the testers (and remember, these guys aren't PR, just testers) said he couldn't choose between Halo and Fable for what he considered the best game on the Xbox. Not much to go on, admittedly, but encouraging nonetheless. Thing is, we just won't be able to tell for sure until we play the game through. Personally, I think it's going to be a LOT of fun, the kind of game you'll play through a bunch of times.
Also, it's worth mentioning that the world map is of the 'point-to-point' type, similar to FFX and most other RPGs these days.
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Well that's it then - I'm preordering now !
Let's hope there's a Baldrick-like character somethere which can be kicked around for having another "cunning plan".
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Preordering just leads to disappointment and thus the dark side. Unless you're psychic.
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Perhaps the point to point map system will branch out depenedent of the choices u make at many different stages - that would be cool. but again the morality/ethics thing isnt gona be realitic or believable if you can just do sum pointless good deed and suddenly every npc forgets or forgives u for slaying an entire village a couple of hours ago...
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Both games need some sort of witness system - evil/wanted points only accrue when there's a witness to the crime, and only become global / permanent when the witness gets a chance to report it - if not, the evil/wanted points should die with the witness.
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So, if you kill all the witnesses (which will be running for their sweet lives when they see someone being murdered), there won't be any crime reported, even if you are evil, look evil, and people fear your apearence.
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Speaking of which, what is the attraction some people seem to feel for acting like a total asshole as soon as a game gives you some freedom? I mean I just do not get it...
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It's weird, isn't it? I've seen entirely reasonable people the *second* they load up GTA3 start shooting grannies in the head with a sniper's rifle. I don't the appeal.
And that focus means that more interesting, or more do-gooder actions, may get less attention from the designers since its the psycho stuff people are going to be playing with.
One of the things that sounds neat about Fable is the ability to give people gifts - that could be loads of fun.
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That's a very good point. If other forms of interaction aren't there, what's a player to do?
Fable, o' course, has the gift-giving and gesture systems, which (assuming they're robust enough) should allow the player more choices.
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The problem in games like GTA3, and Morrowind, is that no one gives a crap if you kill someone or not. Guards and Cops will chase you and try to kill you, but that's more like a negative bonus you accumulate. Most people consider it a chalange to see how many cops they can hold off.
In Fable, the NPCs will fear you, kneel and ask for their lives, and in a general way, react to the shit you make. This will make you develop a small game conscience. Sure you are still prety free to do what you want, but do you really want to loop the head of some commoner if he is in his knees pledging for his life? Not just the "Ei, what are you doing" (NPC starts fighing back), but someone who really sees he's helpless against you. Sure, we will all try the dark side as an exclusive evil character, and we will all get some wacky pleasure of tackling off the head of some poor man whom can't stand a chance, but then we will be role playing a ficticious character. But, in our first time through, will we be evil? Or just a shade of gray (like normal humans usually are)? I'm pretty convinced most of us will roleplay some heroic version of ourselves in our first go...
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Er, no. I actually played a pretty good guy in Morrowind - Well, unless you happened to be a slave trader
Personally I think playing evil gets old really quick and I much prefer playing someone who tends to do good - It's generally harder for a start...
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Entirely due to the slightly gormless face I chose for him, I've decided that my new guy is young, arrogant, self-seeking and at heart, lacking moral fibre. Basically he's probably on a fast train to the dark side, but it's interesting choosing the appropriate dialogue and actions for him - although he's broadly taking the "evil" path, he's not just flat out bad, and often ends up getting light side points anyway (probably because he's acted out of greed, or to assert his ego, and happened to do good as a result).
Of course, there are many limitations to the game's structure, but within that you can basically role-play a reasonably coherent character. You can't bugger off and set up a needlework import/export business, but you can still make your mark on the predetermined story arc, as long as you're prepared to use your imagination a little.
There was a point to this post originally.... Anyway, just thought I'd share
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I started out being a bad guy(girl, actually) in KOTOR but in the end I came out fairly strongly on the 'light side'. Having said that I did get so pissed of with those arrogant fish guys that I totally f*cked over their economy...
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Replaying it myself at the moment, set out to be a right bast%$*, but I'm now slightly light side. Think it might be to do with money not being my motivation, so not a lot of "There better be a reward." askings. That, and widowed mothers in distress asking me for cash makes it hard for me to say no.
In fact, only one not-just-being-a-c!%& dark side act/choice springs to mind, and that's the quest "The double-double-cross.", and the outcome/effect of that one's disappointing.
Maybe I'm forgetting that it's labelled "evil", rather than "machiavellian", "Nietzschean" or whatnot.
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I am not saying it won't be a great game, but the EG preview sounds a lot more realistic to me.
edit:
well worth a read though, I must add (12 pages), and it has a screenshot of a decapitation, too
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Except that it appears to have a few important facts wrong or missing. See C&Cs comments.
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What I said was there *might* not be the possibility - not that there wasn't the possibility. The time I spent with Fable was pretty much without assistance, and with various saves. It was merely to get brief hands-on impressions, rather than an extensive preview. It's one of the reasons I wasn't definitive about most of the points I made - I'll wait until I play the final game through for that.
The one piece of slight mis-information in the piece was regarding the first-person view, and in that case I was referring to an actually camera viewpoint (for movement) rather than a combat view for the bow.
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sounds like quite the game!
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For that matter, why would anyone give a good gall darn about anything? Sports, religion, books, movies, gardening, scale models, pottery, needlepoint, politics, home design, computers, home electronics, the environment, weather, astrology, music, the opposite (or the same) sex, child rearing, etc, etc. I suppose we should all just spend our time driving meals on wheels trucks around the countryside distributing hot meals to those less fortunate.
When you come down off your high horse and relax tonight doing whatever the hell it is that brings you peace and relaxation after a hard day at work (assuming you have left mom and dads basement and have found gainful employment) please take a moment to feel sorry for those of us who have come to a message board about videogames to actually have a reasonably intelligent conversation about VIDEOGAMES!!
I'm certain the world is a better place with you in it.
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Looking forward to this one ^_^
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http://www.penny-arcade.com/news.php3?date=2004-09-17