Fable Review
Save the world. Also, philander.
Version tested: Xbox
Honestly: one thing just led to another.
If you want to blame it on anything, blame it on insecurity. I'd decided I was too thin. A 34-year old hero, hailed throughout the realm of Albion and I still had the lithe figure of a boy, since my sporadic snacking hadn't done anything to fill me out. Something a little more determined was needed, I thought, as I cleared the shopkeeper out of meat and sat, gorging myself on thirty or so portions.
I went too far. I was morbidly obese. Oh dear.
So I decided to start my own personal fat-club, and proceeded to run everywhere. It did the trick, at the expense of making me visibly stink. However terminal BO wasn't enough to prevent the romantic adventure I was tumbling towards. You see, if I wasn't running, I'd have never had ended up jogging through the class room, welcomed by the welcoming waves of cheers from the kids and the instantly smitten glance of the teacher. The male teacher.
Now, I presumed that there'd be gay men in the game, but in all my time criss-crossing Albion I'd never seen evidence of it. I had to investigate. Some mild flirting and heroic posturing in front of the class and he's infatuated. He asks for a wedding ring. I, forgetting about my wife on the other side of the kingdom by simply recalling the adventurer's credo "What Goes On Tour, Stays On Tour", offer him one.
We're married. We move into my comfortable town flat. We have the sex.
All of a sudden, I'm bisexual!

Except as soon as I've done it, I realise I probably shouldn't have. I need this apartment for another part of my increasingly unheroic plans and - the cynical part of my mind screams - I didn't even get a dowry off his clearly disapproving parents. I need to be out! So, leading him out on the town, I proceed to flirt outrageously with various adoring women, causing him to spit curses at them in displeasure. I even propose to a barmaid before him. It's not enough. So, at the end of my tether, I lead him back to the privacy of our own home where, away from the prying eyes of the town guards, I proceed to beat the hell out my partner. His cries and protestations grow louder, the blows increasingly hard to deliver as I ask myself What On Earth Am I Doing. "Where did it all go wrong," my husband mournfully cries, before demanding a divorce. Our tie is severed.
I wander out into the street. The greatest hero of Albion: just a dumb bastard wifebeater.
I feel dirty. Genuinely dirty.
I probably should get back to saving the world or something.
So... why have I wasted far too much of my word-count on this anecdote rather than saying how many levels the game has or whether it uses the left trigger for targeting or the right? Well, to pretentiously paraphrase top-potato headed poet "Big" Phil Larkin, to some that says nothing - to others that leaves nothing to be said. Either that little piece of game interests you or it doesn't. If it doesn't, it's unlikely Fable is the game for you. It's the fresh-faced poster-child for the irrelevancy is the new relevancy movement.

Which isn't to say that it's all gloss. While clearly in the lineage of the Bullfrog high-concept games, (And can we stop solely crediting all their failings and successes to Molyneux, please?), its constructed around the framework of a solid action-RPG. Think, for ease of reference, Zelda cross-bred with Morrowind. However, if you're solely devoted to Getting To The End in a game, chances are you may find it somewhat slight. Its flaws - and most of those reside in the main action parts - will weigh more heavily, and the relatively short length of the game's main arc could make you feel a little unsatisfied. People have been known to quote ten hours from start to finish, which for any RPG is a little pitiful.
However, to steal a surprisingly funny line from a forumite over at Evil Avatar, boasting about how quick you can finish Fable is a little like a man boasting how quick they come during sex. We're very much in Journey over Destination territory.
Fable is, essentially, about being a Hero (or rather, a figure in Heroic Fantasy, removing the necessarily positive connotations of the word "hero", since the option to be King Shit is very much open). Starting in childhood, you rapidly progress through your training in a guild before being released into a standard, if cleverly and gloriously skewed, fantasy land to find your destiny and save the world or something. This involves standard RPG mechanics of taking quests - accepted from the Hero guild itself - and so earning gold and spending experience points across the available skillsets (Strength, Skill and magic related ones, basically, with the player being able to pick and choose which areas interest them, getting experience both for sole spending in each based on how much they use each, as well as general experience to be assigned to anything they fancy). As you complete missions, you open up more of the map which you can then explore using teleporters as blessed shortcuts.
However, where Fable tries harder is its setting, which features a more extensive attempt to model a living world which responds to your actions than we've seen in an Action RPG. In other words, you have an external life. Get married. Get divorced. Get your hair cut. Age. Flirt. Sneer. Laugh. Break laws. Break wind. Buy property. Influences from the Sims and GTA are pretty clearly evident.
While if you approach it with the years of hype in mind you're sure to quibble, Fable actually goes further than any game ever to put you in those over-sized boots that bestride the earth. So depending on your successes and failings on quests, people will respond appropriately. As your reputation grows, you're cheered as you pass, women grow faint and... well, life becomes a ticker-tape parade. You can draw lines to City of Heroes' recent highly-atmospheric superficial additions of civilians congratulating you, but here it's even more effective as it's only you who are receiving this blessed attention. No, you don't literally age from birth to death as was described earlier in the Project Ego genesis of the game, and those expecting the wide-open spaces of Morrowind are going to be sorely disappointed by the interconnecting corridors which make up its world, but in terms of what it does model, Fable generally succeeds in its quests.

It fumbles its sword more when the player's fumbling his sword (that pro-noun reveals another fault: no option for a female lead). The amount of equipment and options available is pretty hefty, requiring a fairly elaborate control system that does lack elegance. Digging something out of the depths of your inventory can really feel like rooting through a backpack, which isn't exactly fun and can lead to mistakedly using objects in the midst of battle. While combat against small numbers mostly operates well, as the mobs increase things become more fuzzy. The lock-on target system creates moments of screaming when it flips you to face the opposite direction to an attack. Even worse, when it decides that you actually were interested in targeting a friendly despite being knee-deep in some vile lycanthrope-sorts. The camera also starts to fall apart in these intense situations, and wasn't exactly being world-class in the first place. Niggles abound - for example, if you're being followed by a henchman sort, an icon floats above their head. If they're jogging behind you, the icon has a terrible tendency to obscure the entire screen. Man!
However, it should be stressed that even if we removed all of Fable's unique positive qualities, and left it as a straight Action RPG it'd still be a perfectly passable example of its genre. This isn't a surface over content thing. Or, at least, purely surface over context.

Plot-wise, well... China Mieville won't be cribbing notes. Clichéd fantasy of the boylostfamilypowermysteriouslineage type abounds... However, Fable manages with considerable panache to transcend these base ingredients. Rather than being po-faced or twee, it keeps it light. While stopping short of open Pratchett-esque parody, its tongue is very much kept in cheek. It's gloriously, idiosyncratically British. The voice cast are gathered, virtually exclusively, from north of the Watford gap, with Brum and Scouse tones clashing into each other, and shouted exchanges between philandering villagers reminding you of out-takes from Coronation Street. Hell - it's so British that when stripped off, the lead character has Union Jack underpants. If the fairy-boy-isms of Zelda always made it difficult for you to love Ocarina of Time as much as you know you should, then Fable's adult-but-not-too-adult stance is a blessed relief.
So Fable is, essentially, a Christmas Tree of a game. It uses the solid Action RPG as a frame to hand every random, glorious, playful bauble Lionhead and Big Blue Box could construct off. It'll certainly gain the ire of the sort of person who furiously states that the vast majority of the decisions don't "matter" in games like Knights of the Old Republic or Deus Ex. For those of us who understand that while true non-linear storytelling is never going to happen, personalising a linear narrative in meaningful ways according to your own inclinations is far from inconsequential, then it's another significant step into the future.
8 / 10
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Comments (62) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Enjoyable review that has made me a bit more interested in this.
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Beyond Good N Evil blows it away sadly.
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Its a really well made game, with a couple of small flaws that I cant be arsed to talk about 8 is spot on.
Roll on Fable 2 with all the stuff they promised for this one in it.
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Can't wait to get my hands on it
(Oh, and good review, reviewing Fable, not Project Ego
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"8/10? You mean it as good as H-"
"Actually, I think you'll find it scored 67/100 on the Eight Out Of Ten Sub-score, which is a clear 16 points behind... that game."
It might just work...
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Great review!
; )
/buys
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Well we have 8- (less than H), 8 (same) and 8+ (better than... and very controversial)
Oh my.. next month Halo 2.... EG better upgrade those servers because the "speak your brain" load could get out of hand
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That's because <a href=http://www .jo-chen.com/engpage/engpage.htm>Jo Chen</a> did the box art, and she had nothing to do with the in-game characters.
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Go buy it already.
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Why are some NPCs like zombies? I dunno... maybe they ran out of time to make more NPCs
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enlighten me, please.
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I notice its a bit on the pricy side (44.99) - might have to wait till its been out for a while.
Maybe I should just buy Gradius V from Play (17.99) and stop messing about.
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I think there is a strong arguement for game developers to give up the chase.
Morrowind had a go but the result was a very unfocused wander-em-up of gigantic proportions.
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(I think that's what he was referring to, might be wrong)
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(Or rather, something resembling a traditional narrative that lasts the full length of a game, if we're being picky)
I'd agree with most of the arguments posed in this thread, however... but I was talking about a slightly different thing.
EDIT 2: Specifically I *really* agree with Aubrey who notes that any game takes the form of a story once you've progressed through it - that is, all the possible actions cement into the actions you did take, which form a linear sequence of memories in your mind. It's a really modernist - correct my literary theory if I'm wrong - form of story, but a story nevertheless.
KG
*Rome's an interesting example in that every game creates its own non-traditional story, due to its dramatic treatment. A decent battle in Rome has at least as much Drama as even the best pre-planned RTS plot, because the context is *real*.
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Now the problem, is that the story side of the game will always be bottlenecked. You can kill alot of people and get cops chacing you in GTA3. As you can throw away all your equipment in a RPG, and fight the boss naked and barefisted. But the game will still be bottlenecked by what the developers invisioned. In other words, once you activate a cutscene in GTA3, the police will disapear and everything in the cut scene will act as planned. In the RPG, a FMV pops up, and your character is fully clothed with his weapons against the boss.
Now people can get away from this, programing more game reactions. Better grafics mean no need for fmvs (for example, Fable doesn't have fmvs, only cutscenes). But no matter what, the narrative will never be anything you can create, only control (and only control with the freedom provided by the developers).
So you cannot "create your story". You can choose your story, and that's the best we'll ever have.
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Anyway, I guess I have to agree with you now. Dissapointing, eh?
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That's just small details, which don't matter for the "story". And games aren't able to make stories. Even if developers devoted time to story randomisation, the story turnpoints would always be programed by them. No matter how many they programed, you'd always be forced to take one of their paths, and never be able to create your own.
You are in jail, you can use a spon or a fork to dig... but just because they programed the game to let you do that. You can't throw the fork at the eye of a guard, and pull his keychain though
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Anyway - arguments aren't about winning. It's about mutual finding of the TRUTH, so everyone wins.
KG
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But when you tell someone else about that, or recall it, it becomes a story. In the same way if you went to the pub tonight and told everyone about the debate you had today online - Man's a natural storytelling animal. And that slice of life fiction, without the artificial constraints of trad narrative, is very much acccepted in the world of literature.
But they're not trad narrative, and wanting to meld trad narrative with true freedom is missing the point. The second a narrative has a true end - any end - then any moral decisions along the way becomes essentially pointless.
Except that it makes life more interesting and the story resonate closer to you, which is the point of Fable, Deus Ex, KOTOR, Planescape, etc, etc. If a gamer's only looking for the optimum tactical decision, they're going to be disappointed.
But my take's always been that videogames are more than just *games*.
Er... I'm not sure if I had a single point to make in this post. I think I may just be dodging work.
I'll stop.
KG
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But with story, it's another matter. Because story evolves both scripts, and usually dialogue. Both of which are tightly controled.
And if you look at the above example you'll also see that the freedom they provide needs to be very carefully monitored. Why? Because the creature had the freedom to look for food. And the freedom to explore. Since he was weak it decided to eat it's own arm because it was qualifyed as an object and they can eat any object (rocks and poop included). The thing is, all the inteligence disapears with the unexpected action. There are no animals, and I mean NO ANIMALS who'll eat themselves when starving. The reason for this, is that if they eat one of their legs, they'll probably die soon, not due to hunger but due to loss of blood, infections etc. The creature, only took a path that was available to it, on the complex matrix of choices programed into the game (and the programers only laied the lines, the matrix interceptions were "automatic"
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KG
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Excuse my marketing persons ignorance of programming but, ....
Couldn't it work something like this: Any action you perform illicits a response from an NPC (either apparent, or invisible). The NPCs relationships with the game-world (its inhabitants, objects, ideas) will restrict (or shape) their responses to your actions.
Wouldn't this, if done properly, shape a story? For example (simple example) you offend person A by hitting person B. By saving person A during a goblin attack (or something) you win back his trust. But person B now falls out with person A as a result because he still hates you.
Maybe interactions of this kind are purely part of a situation development OUTSIDE the story that is running alongside. But couldn't a certain level of AI simulate "histories" that arise from these interactions? And therefore shape what you have to DO in order to ACHIEVE objectives. That's a story.
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If you squint.
KG
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Have I? Shit.
I am just trying to understand the difficulties from a non-designer's perspective. And failing.
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(I know because I bought the last copy)
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however to get it anywhere near as immersive as a well written storyline by a human would be a LOT of work, especially when you consider that things like witty dialogue are the sort of things that differentiate between the good and the pap, which would be both very hard to get a computer to generate and speech synthesis is nowhere near the quality of even cheap voice actors yet. for the time being though, most of the developers and designers are interested in graphics ai and physics so it may be a long way off yet.
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Hey Renzo, how are you doing? Still lurking?
Edit: Or am I just confused? Your profile says this is you first post.
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And that's got to be worth something.
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You are soooo f***ing right!!!!
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If you are completly evil (smoking), people won't address you by your title anymore. They'll just say "ooooh", "ooops" or "Master" in case they are forced to address you (like for instance, if you chase them after they flee at your sight and engange conversation)
Just in case you are wondering, I finished Fable once this weekend (in 3 days), and it was a really enjoyable experience. I only have 2 legendary weapons, and only opened 2 demon doors, and have arround 10 unfinished sidequests (plus 5 or 6 ones that I missed my chance at accepting). It's a short, but sweet game. I'm keeping this character, to complete it as far as I can, getting all the weapons, suits, etc. but Fable's enjoyment is in creating many characters and aproaching the quests from different perspectives. Personally I finished a totally evil guy, with a good mix of fighting, will and thievery skills (not archery, but thievery), and I'm playing a neutral (I do the things that I want at the time - so it evens out, I'm no goody 2 shoes) warrior (mostly fighitng skills), and a wizzard (mostly will with fighting skills for support).
The fun is to keep playing the game over and over again
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I tried fishing. Boring and badly implemented. I tried treasure hunting. The clues led me nowhere, and randomly digging garnered me nothing at all. Randomly kill stuff in the countryside and towns? Sure, but it had gotten boring enough while I was doing the main story. Get loads of cash? Had that already.
I just gave up. It's a very limited game... beautiful game, but a short and limited one nonetheless. I'd give it no more than 7.
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(Disclaimer - haven't played it yet)
I think this is a problem for some RPGs. You can do the plot, and see not much else, or go off and explore first. If you go off and explore then you do have a tendency to be so experienced by the end that the final bosses are easy.
Seems to me that designing these things is creative, but the balancing is just stats, stats stats. Still looking forward to playing though.
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You can try finding the legendary weapons. You can try to open the demon doors (some of them have legendary weapons behind them). You can try to kill a whole town and buy the houses
I dunno, I know I'm still having fun with my initial hero. As for digging, there are some places you should instinctly dig. Places some statues point to, certain camps, removed land, etc. sometimes you'll find silver keys.
If you marryed Lady Gray, I suppose you just did the arena quest... which tells me you are yet to visit at least 1 village. You can't visit it unless you move the plot forward.
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Other thing is trying to keep scars to a minimum (my neutral hero has 1 scar in his cheek and that's it), which is way of a chalange
The plot is simple, cliche fantasy plot. But I liked it ^^;
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My videogame mod was pretty much built to explore that idea. If you like Deus Ex, you may want to give it a try.
KG
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ssshhh... exams aren't over yet.
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Me neither. Because a hugely more detailed model takes identical amounts of time to make as one with three polygons, obviously.
KG
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I bought it at the weekend and...suddenly...it's Monday. I've put about 13 hours in so far but have spent loads of time dawdling and looking around. I have no idea have close I am to completion and, frankly, don't care. It's a beautiful-looking game, the soundtrack is phenomenal and the game world is excellently realised.
I just don't understand the difficulty gripe. I want a game to be fun and create a few hours diversion...not want to make me contemplate damaging my personal property (Ninja Gaiden stand up).
The only criticisms I would have is that I have felt pressured into progressing the story via the Gold Quest cards (alright Mr Guildmaster, I know that there's a bloody card waiting!), which is strange considering the 'freeform' allusions of the game. Secondly, it is a bit of a shame that the Arena is closed after you complete it. Still, pretty minor stuff.
/whispers - I'm enjoying this more that KOTOR
/runs
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Thread's dead now, of course, so it's unlikely you'll read this, but you're grotesquely underestimating the difficulty in prodcing something with millions of polygons instead of thousands. There's a reason why development teams are ballooning, and it's not because that they want to have all their best chums working with them.
I'm not exactly sure what your background or knowledge of the industry is, but speak to developers and it's very clear that they're shitting themselves over exactly how much work they have to do.
I mean, forget models - look at the environments. You can't just lob a flat wall down now and expect to get away with it.
Seriously: Ultra-work.
KG
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consumated the marriage!
then promptly went to the local bar..........
chatted up a silly woman
got her drunk, and i mean legless
got her to follow me
led her outside the village
and then killed her, didnt want the wife to find out did i!
ooooooohhhhhh i felt guilty!
now i'm contemplating leading children into the woods to kill them......am i wrong?
also i must improve my nicking skills!
good good fun, almost too many controls for the control pad, but once you get a good weapon battles become a bit easier to manage!
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