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Role Playing (Games) XBox (Games) Entertainment Games

Molyneux's Fabled Fable Finally Close To Release 79

Rainier Wolfecastle writes "A couple weeks ago, we had the opportunity to visit Peter Molyneux and Simon and Dene Carter in Guildford, UK, for some hands-on time with Fable, their highly anticipated, finally ready for release Xbox action-RPG." Kikizo admits "Fable has been a long time coming, and for better or worse the media has elevated expectations considerably", but likes what it sees, calling the September 14th-due title "huge, gorgeous and a joy to play." Eurogamer also weighs in with impressions, expressing some reservations despite "feeling relatively upbeat" about the title, explaining: "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."
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Molyneux's Fabled Fable Finally Close To Release

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  • About time (Score:2, Interesting)

    by Satertek ( 708058 ) <brian@satertek.info> on Wednesday August 11, 2004 @12:13AM (#9936638) Homepage
    It's about time

    I remeber hearing somewhere that multiplayer was cut from the game. Did they ever get around to putting it in?

  • by Anonymous Coward on Wednesday August 11, 2004 @12:15AM (#9936646)
    FF7
    GTA3
    Fable

    System sellers midway through the console life. Can't wait for this one.
  • Publicity god (Score:3, Interesting)

    by kamapuaa ( 555446 ) on Wednesday August 11, 2004 @12:17AM (#9936658) Homepage
    Peter Molyneux may have designed some pretty good games, but he's an expert at playing the media. I remember the exact same absurdist hype for the piece-of-shit "Black or White."
  • by WhatAmIDoingHere ( 742870 ) <sexwithanimals@gmail.com> on Wednesday August 11, 2004 @12:51AM (#9936793) Homepage
    What about teaching it powers? I was thrilled when I tought my monkey how to cast fireball, and how to make it rain so he could put himself out after he lit his fir up.

    It was an amazing game that forced you to actually think and teach your animal, instead of just sending off into battle with no training.
  • Multiple Saves (Score:4, Interesting)

    by xplenumx ( 703804 ) on Wednesday August 11, 2004 @12:56AM (#9936815)
    Great job with the preview - it was well written and enjoyable to read. While the recent crop of RPGs are nothing short of phenomenal, when it comes to saving one's game, I feel they've actually taken a step back from the old school RPGs. Why is it, with the Xbox's hard drive, that both my wife and I are unable to each have our own character? Back in the day, my brother, sister and I were able to each save our own Zelda game - yet we can't do this with today's games. I want my wife and I to think of Fable as our game, not my game or her game. Please bring back the multiple save slots.
  • Re:Publicity god (Score:4, Interesting)

    by Anonymous Coward on Wednesday August 11, 2004 @01:07AM (#9936872)
    Will all due respect, I think B&W has a really good, innovative concept but a deeply flawed, clunky, implementation. I think that the critics loved the idea behind the game and didn't play it long enough for its flaws to come to the forefront.
  • by RogueyWon ( 735973 ) on Wednesday August 11, 2004 @04:27AM (#9937696) Journal
    Yeah, I realised my Keeper/Master error the moment I clicked submit. However, I strongly disagree that these were his only two good games. Syndicate was absolutely revolutionary and also had perhaps the most satisfying weapons of any game ever. Theme Park has created an entire spin-off genre and was a surprisingly competent business management sim which managed to marry ideas that had existed before (with some modifications) to a concept that actually made mainstream gamers want to play it. Oh, and Powermonger was pretty fun as well, although I've got to admit that it's been a loooooong time since I played it, so I don't remember it all that well.

    It sounds like you're just bitter because you didn't like Dungeon Keeper. I take your point that it felt at times like a standard RTS, but it did offer many features that were new to the genre. You couldn't control large numbers of units directly, but you could possess individual creatures and fight through their eyes. The experience system for the creatures can be seen as an early precursor of the heroes system we've seen in more recent titles such as Warcraft 3. In many ways, Dungeon Keeper was a long way ahead of its time.
  • Re:Morrowind (Score:4, Interesting)

    by Ayaress ( 662020 ) on Wednesday August 11, 2004 @01:19PM (#9940933) Journal
    I don't know. Morrowind didn't let you pursue an entire lifetime. After you finish the main quest, nothing you do really effects things anymore. You can kill half of Vvardenfel, and people still hole you in abject awe. Plus, there are only two RPGs on the Xbox that I consider worth anthing (Morrowind and KOTOR), so it doesn't have to be revolutionary, if you ask me. Just good enough for me to unplug the PS2 for a couple weeks.
  • Re:Morrowind (Score:2, Interesting)

    by Xaviar21 ( 790883 ) on Wednesday August 11, 2004 @02:50PM (#9941850)
    I disagree. In Morrowind, you just didn't have -impact- on the world. I became the Lord Dragon, or whatever it was called of the imperial legions, and when I went to go see if the local guards reaction to me changed, was told that I "should be honored to serve in the Imperial Legion!." Then, a lowly little guard asked me to deliver a letter for him. From my impressions thus far, your actions and rank and status or whathaveyou will have far more impact. Just my thoughts... On the whole, I didn't think Morrowind was as revolutionary as it was hyped up to be.. I don't think it'll steal Fable's thunder.
  • by Anonymous Coward on Wednesday August 11, 2004 @03:14PM (#9942055)
    Which has sparked some debate in the small "gay gamer" demographic...the problem with these "true to life" games is they start dabbling in some cultural / social areas that create controversy. It's already been decided that Gay Marriage will not be allowed, and that you cannot kill children in the game.

    As a member of the (admittedly small) "gaymer" demographic, I feel like I should respond.

    The real issue, I feel, is that the RPG genre is all about freedom to do what you want. It's one of Fable's biggest selling points ("Want to be evil, sure! Want to be good, no problem!"). But things like "sorry, no gay relationships" put up what are (IMHO) patently artifical restrictions. For me it can be incredibly frustrating to want to play a certain type of character and have the game prevent me from doing so. If you're going to make romance part of the gameplay, I should have the freedom to direct that romance in any direction I choose. Games like "The Sims" have shown that gender-neutral relationships can be done (and done well) in games.

    And this may sound sick, but I wouldn't mind if you could kill children in the game, as long as consequences existed for your actions. A previous game by the same author ("Black and White") involved child sacrifice, and I don't remember people being up in arms over it.

    If the game's tagline is "For Every Choice, A Consequence," then I should be able to make the choices I want, no?

    Just an AC's $.02

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