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Formerly called Project Ego, this is a project that attendees to the last several E3 conventions have been following closely. Molyneaux, the legendary designer behind Populous and Black & White, is nothing if not a good salesman. He made more promises about this game than a politician on a stump speech. And we all know what happens to most campaign promises . . . I think it’s a shame how much Molyneaux overdoes it. He’s already wildly respected in the industry, and any game he creates is going to get a lot of attention. His hyperbolic promises actually hurt his games by creating expectations he can’t fulfill. I hope that for his next projects, B.C., Black & White 2 and The Movies, he does the games a favor and eases up on the hype machine. [oops, looks like B.C. might be cancelled, yikes!] So let’s get to the actual game, Fable. The bad news is that no, it doesn’t live up to its impossible hype. The good news is that it’s a pretty dandy game that will keep you very entertained . . . for about a weekend.
You’re rescued by a mysterious wizard (is there any other kind?) and whisked off to a place called The Heroes Guild, sort of an orphanage for would-be RPG stars-in-training. The game then very entertainingly uses your years (yes, years) at this academy to teach you the game’s three major skill sets: melee combat, ranged combat and magic. Once your training is completed, you’re sent out into the world to become a hero.
The good/evil thing is at the center of the afore-mentioned hype. The television commercial for the game promises, “For every choice, a consequence.” That’s a pretty big promise! Alas, as Brick says at the end of Tennessee Williams Cat on a Hot Tin Roof, “Wouldn’t it be pretty if that were true?” On the positive side, the good/evil and other character development opportunities are fun. As you make good or evil choices, your physical appearance actually changes! This is very cool. Also, your physique changes, depending on whether you are a lithe archer, bruising brawler or effete magic user. This is also cool.
At first, these sandbox activities are fun. It’s entertaining to try different haircuts and tattoos to adjust your levels of “attractiveness” and “scariness” (both of which are measured by the game). It’s fun to see your fame increase and have strangers applaud you wherever you go. Unfortunately, the problem with all of these entertaining diversions is that, despite the promises by Molyneaux, they ultimately have no impact on the game whatsoever. The quests do not change, and neither does the story. This turns all of the personality engineering in the game into just window dressing tacked on from a game like The Sims.
Worse, the much-ballyhooed morality system turns out to be meaningless. The “good” and “evil” points you get for various deeds are hopelessly out of balance. Murder your spouse out behind the house? Slap on the moral wrist. Steal from the wrong barrel? Big fat fine and lost of reputation! Now, I understand it’s easy for me, not a game developer, to demand that the designers create a branching storyline that responds to the morality and other personal choices of the player character. But hey, I didn’t make all the promises about the game, Molyneaux, you did! Plus, if any RPG was ever short enough to be able to fit in a couple of plot branches, it’s Fable (more on that below).
But let’s get to the meat of the game: questing and combat. The quests are quite fun and the combat system works pretty well. There are three classes of skills you can choose from, Strength (melee abilities, physical strength, endurance and health), Skill (ranged combat, agility, and stealth) and Will (magic abilities). As you defeat enemies and fulfill quests, you can use your experience points to develop your character along any combination of these three general areas. My general taste in an RPG is to create high-level “pure” characters, but Fable rewards being a generalist. This is because the higher skill levels come at an increasingly staggering experience cost. Still, if you master the basics of combat, especially the mechanic by which you can use “flourish” moves to greatly multiply your experience rewards, you can accumulate all of the experience you’ll need to create whatever type of character you are interested in.
The quests are well-documented and the mini-map does a very good job of keeping you on track, geographically. A series of magic portals also eliminates the need for involuntary cross-country backtracking – though sometimes you’ll, of course, choose to simply go wandering around, looking for trouble, hidden items and more experience. In general the presentation is quite good. The graphics are beautiful, with a rich, cartoony-fantasy look and great spell effects. The music, especially the opening theme by Danny Elfman, is spectacular.
Now, I don’t generally complain about short games. As a reviewer, I’m always needing to get to the next game, so for me short can be good. And I’m not a fan of the mind-numbing length of, say, Japanese RPGs, especially since their length is generally artificially extended by the use of endless tedious random encounter battles. Plus, I would be more sympathetic to Fable’s anemic length if there really was incentive, through the good and evil mechanic, to replay the game. Unfortunately, there isn’t. Since, as mentioned before, your personal and moral choices have absolutely no impact on the game in any real way, there’s no impulse to replay the game and “see what happens” if you create a different kind of character.
This is a shame, because there’s a lot that’s good going on in Fable. And I do recommend it to all XBox owners. It’s a stylish, great-looking, entertaining adventure. But it’s not a seven-course meal; it’s a miniature chocolate éclair. Final Grade: B System Requirements: An Xbox, Controller, and Television This review is copyright Ray Ivey and Just Adventure and may not be republished elsewhere without the express written consent of the author. Republication of said review must also contain a link back to Just Adventure. |
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