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Good or Evil? You decide...
By William
Barker
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Is our hero biting off more than
he can chew?
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The idea of an absolutely
non-linear game is something that has been yearned after by many
gamers, ever since role playing games were first taken from pen
and paper and transmogrified into binary.
Though real life is the closest concept to a totally non-linear
universe (with some pesky legal limitations), one of the biggest
and arguably best RPGs to arrive on the Xbox, Fable, has a good
crack at it nevertheless.
In the years leading up to the game's launch, when it was once
known as Project Ego, the hype suggested gamers could do what they
wanted, leave their mark across the gameworld and travel uninhibited
wherever they wanted.
Sadly, not quite all of these features made it into the game, but
despite a few shortcomings, Lionhead Studios' latest Xbox game is
a very toight package, as a once famous Swedish disco owner would
say.
There's an interesting story to Fable, and it begins in a peaceful
village where you are but a little boy enjoying life - pulling the
wings off moths and urinating on the washing. But then the shit
really hits the fan as a marauding gang of bandits raze the village,
kidnap your sister, murder your parents and eat your porridge.
You are saved from these reprehensible bandits by a mysterious
fellow who takes you to the Hero's Guild, and it's here that he
trains you up to be hero - an integrated tutorial if you like -
and from here the game really begins.
The Hero's Guild is where you'll be given your major quests and
from the get-go it's obvious that Fable is no basic RPG.
You can choose a quest and go kick the crap out of a queen wasp,
or if your curiosity gets the better of you, you can simply explore
the gameworld, do a little shopping, get married, have kids, buy
a house, trade commodities, join a fight club, gamble, go fishing,
drink and even kill innocent people.
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Bam! Spells are good are pushing
enemies away
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The gameworld is vibrant, full of character and is a great place
to spend hours upon hours.
I often said to myself "Okay Will, a few more kills then you
gotta go make lunch, head outside, fight the machine and stick it
to the man," but another three hours later and I'm lying gormless
on the loungeroom floor, staring fixatedly at my slowly evolving
character. "Wow. He's got horns!"
And for any RPG, the evolution of ones character is tantamount
to the game's success. As it happens, Fable takes character development
more seriously than almost any other RPG to date, and if you like
your stats on the busy side, you'll be more than pleased with what
Lionhead Studios offers up.
You may start off the game with a rambunctious little dork, wielding
nothing only a lichen-covered twig of unfairness +1, but as things
progress not only will your skills increase, but you're appearance
will change too.
That's right, if you have high strength levels thanks to engaging
in lots of melee combat, you'll be a massive beefcake jock with
rippling muscles and no personality. If you use magic, you'll age
quickly, turn grey and develop a British accent, just like Harry
Potter.
And if you decide that the world owes you big time (welcome to
my life), and beat the crud out of all and sundry, if not outright
slaughter them, your face will begin to distort, your skin will
go pale and if you're lucky you'll even grow horns with which to
hang tassles from.
There are many stats that affect how you look and how you evolve,
but the three main ones are strength, skill and magic, and these
increase whenever you perform an action involving close combat,
archery or spell casting respectively.
It sounds simple, and the three major stats are quite rudimentary
when taken on their own, but there are many other variables in there
that affect character progression.
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Graphically, Fable is very impressive
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Reputation plays a part too - tell the constabulary where to stick
their so-called 'laws' and just like in real life you'll get fined,
beaten and maybe even set up with a albino lady-boy.
Every forty minutes of gametime you play through, one day will
pass, and day and night have an impact on many things.
You may encounter different baddies at night, and in towns and
citadels you'll find that most people are in bed sleeping, giving
you perfect opportunity to steal their belongings.
Gameplay mechanics are very good, perhaps some of the best ever
used on an Xbox RPG. While the controls are quite complex and take
a little getting used to, everything works well, and when I say
everything, I mean exploration and interaction, melee combat, long
range combat (archery) and spell casting.
When you're completely comfortable with the controls it's possible
to walk into a fight with plenty of bravado. Slice you're way through
minions with your platinum cleaver of finality, then as the bad-assed
boss approaches hit him with explosive fury in the form of spells,
all the while hacking at his bloated and sore-encrusted body.
Combat in general is very good, and it's what holds the game together,
I believe. More than anything else, you'll want to kill stuff and
the motivation to try out your new sword, to see if that new suit
of armour really is impenetrable and to launch a volley of fireballs
at evildoers is very strong.
The game wants to be remembered as an epic, but after playing the
game to death it does however, fall somewhat short. For a console
RPG it is a tremendous effort incorporating more features than most
gamers will ever get to exploit. You can trade goods to make a buck,
get married, join a fight club and fart in people's general direction.
But there are issues in some areas, and without further ado I feel
obliged to communicate these in the name of all that is
Oh
hell, here's what I didn't like:
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Look at the facial detail - not
bad eh?
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Loading times. Way too much loading. It kills the pacing of the
game and gives it a nasty Banjo Kazooie vibe.
Where you'd ideally be able to traipse from one end of the gameworld
to the other, with minimal loading (like Halo 2), you are instead
forced to sit through a loading screen every 500 metres or so, sometimes
less depending on the size and complexity of the location.
I suppose this overabundance of loading should be a good excuse
to practise the virtue that is patience, but the loading screen
is boring, and screw virtuousness anyway. The game is also somewhat
short if you forget about all the supplementary things you can do
(which includes gambling) and concentrate on beating the games 50
or so quests, but the good news is that once you've finished the
game you can keep on playing.
The in-game graphics, however, are not like the boring loading
screens, and contribute to Fable's vibrant personality and charm.
Despite the fairly major issue of the loading screens and what appears
to be a very easy level of difficulty, the game is nevertheless
very impressive to look at, as there's always something going on.
From the towns chock full of people, to the tranquil agricultural
surrounds, it's cool just strolling around in the afternoon sun,
chatting to strangers who may be willing to style your hair or sell
you a blade.
There are also many dark woods that are home to evils so very very
evil. But luckily for them retribution is at hand, and it takes
the form of a swift gash to the neck, or a lighting bolt to the
eyeball, or an arrow in the nutsack.
And what would an RPG be without dungeons? A pile of steaming crap,
that's what.
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Dude: "Hey kid - wanna
be in my movie?"
Kid: "Sure I do. What's
it called, good Sir?"
Dude: "It's called
Chicks who dig the Mo."
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There's lots of caves rather than dungeons per se, but they're
dark, dank and slimy, and the atmosphere created by combining the
high resolution visuals and some cool ambient sounds makes for some
rather involving (and at times tense) exploration.
As well as some above average level design, the special effects
are very nice to look at, with the spells in particular making good
use of volumetric lighting and particles.
There is some slowdown at times, but it's nothing to get upset
about, and the facial detail on most humanoids is quite extraordinary.
Some of the boss monsters also surprised me with their size and
complexity and generally speaking, there are few games that so masterfully
portray a fantasy realm.
The sound, like the visuals, is top notch - and you'd hope so after
how long the game's been in development. It really adds the final
touch on the Fable gameworld, giving the game its spirit and enabling
the player to be even more engrossed in the protagonists struggle
to find the meaning of existence.
If you believed everything game guru Peter Molyneux said about
Fable a few years ago, you'd think the end result was a burning
pile of faecal matter sitting on the top of a rubbish heap, surrounded
by a moat full of tripe.
All the hyperbole, all the anticipation of advanced gaming features,
next-gen this and hyper-real that -- and in the end what are we
left with? A very worthy game in its own right, but nothing compared
to what Molyneux envisaged, and far from the super-real, totally
non linear game that we were promised.
While it is a good game by and large, I must say I was sucked in
by the hype, and now that some of this hype has failed to eventuate,
I feel somewhat cheated. I guess that's what you get for believing
the media eh? Wait a sec, aren't I part of the
ack
..
Can't breathe
Big Blue Box and Lionhead Studios have put together a massive game
with so much replayability, it kind of boggles the mind. It's like
trying to figure out quantum mechanics while riding a scooter and
texting obscenities via your phone to your old boss at the same
time.
But really, I'm just a spoilt games reviewer who wants the world
and then some, and in hindsight the game can't really be considered
any other than a success. If this is the closest we're going to
get to non-linearity in role playing games for the time being, then
sign me up.
Game: Fable
System: Xbox
Players: 1
Online: No
Developer: Big
Blue Box
Distributor: Microsoft
Rating: 85%

(Ratings
Key/Explanation)
Fable is on the shelves now.



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