Lionhead explains characters in Fable 2
Has "one of the most evil" villains ever.
Lionhead has shed some light on the characters you'll meet while exploring Fable 2, and claims to have "one of the most evil people in videogame history".
These nasty, or nice people you meet during side-quests in Albion will act as "moral signposts", according to creative director Dene Carter talking to IGN, and will tie in with but not drastically alter the outcome of the main campaign.
You'll also not be able to accidentally butcher a key figure and "ruin the story"; Lionhead likes its open world, but also wants you to see certain bits and do certain things it has spent a long time making.
The first examples of the faces you'll come across in Fable 2 are Arfur, a murderous and vicious thief who sounds like the infamous Bill Sykes; Barnum, an unlucky inventor likely to be laughed off of Dragon's Den time and time again; and Giles, a tough-as-old-boots farmer who used to be a soldier and now has problems with a violent gang.
We're told there are all sorts of characters to meet and each will have a story of varying length to unravel - some may not even exist because of your actions elsewhere in the world. Carter is coy over how many will be in the final game, but suggests that 50 hours of voice-acting gives us a rough idea. That's more than a season of Buffy, admits Carter.
Doing tasks for people earns you renown that can cheapen services offered by those characters. You can also do things for normal people ambling around.
But not everyone will like you, and some will make their mind up based solely upon what you are wearing. However, Carter says there will be a section of the interface to help us understand what makes certain characters "tick".
You can also kill people so you can buy their house on the cheap. Beat that, housing market.
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Comments (40) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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But in an understated way, I don't listen to much of the hype that Molyneux loves to whip up, just loooking forward to nice looking and slightly different open world adventure game.
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I believe him!
"If its like GTA4 set in a fastasy setting, and I hope it is, I will love it"
I suspect diappointment is riding your way.... on the most evil horse in videogame history.
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The dog will attack people when you command but you do not, AT ANY POINT! control the dog!
Another groundbreaking feature lies in the dog control mechanism - but it is important to note that at no point will the player be able to directly 'possess' the dog.
We have modelled our dog system on the real life way in which people do not control dogs.
Far too many times we have played games - particularly FPSs - where we've had to control dogs. We're sick and tired of controlling dogs, hence in FABLE 2! you -WILL NOT- control the dog.
The dog in Fable 2 is one of the main characters, and is central to the game - but I must emphasise that at no point is he moved by the player. The player also cannot make the dog perform actions directly via keypresses.
NO CONTROL OF THE DOG!
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ooooohhhhhhhhh thats right, i went there
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I'm looking forward to this on an unprecedented scale. I can't eat, sleep, or make any friends because of it.
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Are you trying to tell me that i can't control the dog?
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I cant think of a single game - particularly FPSs - where you control a dog.
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It will be fucking dreadful if it's as bland and boring as gta4.
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Expect it to be a good deal worse. And even still be let down by it.
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Well ok, not that great an idea... hope its better than the first... it was interesting to start with, but pretty much flat for me.
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Contridiction me thinks
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You could in Morrowind. And thats just one of the many ways in which Morrowind is a better RPG than Oblivion.
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Geist on the Gamecube is one. Don't know about the rest though. Certainly can't be talking about the Dog in Half Life 2 though.
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too true, morrowind set the standard, and oblivion is a poor copy
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Did you think of that Mr. Molyneux!?!?
(I did like Fable btw...)
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The dev community could do a lot more wrong than take some design tips from the Zelda series ...
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/cancels pre-order
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"People, people, you CANNOT have a "true" open world experience in a videogame. It's either impossible, or we don't have the technology yet."
Well firstly its not possible, and secondly it would be no fun. Games work because people have spent a long time creating a carefully balanced experience for the player. The whole point of a game (or film, or book) is that its contrivence allows it to be much more entertaining than real life.
Player in truly open world: "Hmmm, so what do I do?" /opens brief screen, /brief screen is empty.
"Hmmm. Maybe I'll go into this house" /house is locked "Oh"
/goes into shop "What do you sell" Shopkeeper "Tea and coffee" Player: "I'll have a cup of tea please" /buys cup of tea.....
"Well that was boring"
"Have you got any quests for me?"
Shopkeeper : "What? Quests? Are you mental?"
Player "This game is shit. Someone out there must have a quest for me, but I can't find them because the truly open world is.... well... truly open, and consequently too big and empty of interesting stuff, just like real life"
/powers off