Fable II Review

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KrossZer0

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Apr 16, 2008
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Fable II, developed by Peter Molyneux's team at Lionhead Studios, is the second game in the ambitious Fable franchise, which aims to place players in the shoes of a legendary hero in the world of Albion while providing free reign for them to chose a lifestyle and moral code to follow. Having not played the original, I can't speak the improvements from the first game to the second, but I can say that Fable II strives to do great things, implements some good ideas, and has shining spots of brilliant narration, but ultimately suffers due to the mechanical feel of the characters that populate Albion and the similarly mechanical social gameplay systems that allow your hero to affect them.

Fable II's story begins 500 years after the original. The heroes that formerly populated Albion have vanished, leaving them truly as the stuff of myth. The player begins their journey as a child living as an orphan in the city of Bowerstone, along with their sister Rose. Being convinced by an old blind woman to buy a magic music box sets off a chain of events that will ultimately lead to the player being raised by in a gypsy camp. A decade later, the hero makes their return to Bowerstone, ready to right the wrongs that were done and claim the mantle of heroes past.

Where exactly the hero goes from there is up to the player. There is always a quest meant to push forward the game's main plot waiting in the background, but the player is free to take on other tasks until he or she is ready to continue with the story. The hero can get married, have children, get a job, or spend hard earned cash at the many stalls and stores that are to be found.

It sounds as if there is a lot to do in Albion, and players will certainly never find themselves without something to do, but it all ends up being a bit repetitive. The various jobs are all more or less the same: a mini-game consisting of hitting the A button at just the right time. This becomes tedious rather quickly, but buying and renting a house or business or two can easily keep the cash rolling in so players can leave the manual labor behind quickly.

Marriage is supposed to be a milestone in a person's life, but its hardly treated as such in Albion. In fact, players can get married almost right out of the gate. All a player really has to do is spend three to five minutes dancing or posing in front of a member of the opposite sex (or the same sex if that's more to the hero's liking), find a suitable ring, and suddenly wedding bells are chiming. Making marriage this simple drains the reward from it. It doesn't help that all the potential spouses feel like they were cloned from two or three originals and programmed with identical responses. Should a hero marry Beryl, Alex, or Amelia? They all look the same, sound the same, and more or less act the same, so who really cares?

Fable II could have benefited greatly by taking a cue from BioWare and adding some sort of dialog tree to social interactions. Instead, heroes learn expressions by reading books. These expressions include things like dancing and breaking wind, so instead of having conversations, players are forced to communicate through jigs and farts. Somehow this just doesn't convey a lot of depth of character. Instead of rich conversations and endearing courtships, players end up spamming whatever expression is his or her chosen mate's favorite and then moves them right into their marital home.

The games' combat feels much smoother than most of the rest of the game, although its magical aspects get a little cumbersome. The set up is simple: one button swings your sword, another shoots your ranged weapon, a third casts spells. You can level up these three aspects with experience points, gaining new abilities such as roll, flourish, and counter to spice up your battles. You can also learn new spells, or level up old ones. Once you've done so, higher level versions of spells can be cast by holding down the spell casting button for a longer period of time, and different spells can be placed at different points on the spell casting meter. This works well enough, but it can be troublesome to try to switch spells in the middle of battle, as it requires use of the otherwise sidelined D-pad, and sometimes the player will get stuck in the spell selection menu while bad guys are beating his or her hero to a pulp. Usually its not a huge issue, but smoother spell transition would have been nice. Otherwise, combat is simple enough for the uninitiated to button mash through, while having a certain more complex aspect that gives hardcore gamers a chance to really dig in.

The games narrative is mostly pretty standard fantasy fair: there's a bad guy planning to do bad things and you have to stop him. There are moments when the game achieves something greater and closer to its goal of placing the weight of morality firmly on the player, most notably when the hero first visits the Tattered Spire. Without spoiling anything, the game leaves its fairly stark black and white are you good or are you evil approach, and instead asks the player just how much of a hero he or she really is. The consequences aren't dire enough to make anyone lose sleep over their decision, but they are presented so well that it will still leave a lasting impression on the player. Unfortunately, despite being warned that the world has changed when you finally get to leave the Spire, most things seem largely the same. The stores are all still selling the same goods, and even many of the quests you left behind are still waiting for you. Its a little anti-climactic, but not enough so to ruin the experience of the event itself.

Bottom line: Fable II is not a bad game, its just a game that doesn't live up to its own lofty goals. It seems to consistently choose quantity over quality in its social aspects, preferring breadth to depth.

Recommendation: The solid combat and occasionally interesting narrative make it a fun venture for anyone simply looking for a enjoyable action-RPG. Just don't be surprised if the social aspects feel a bit dry.
 

Alex_P

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Mar 27, 2008
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KrossZer0 said:
Fable II could have benefited greatly by taking a cue from BioWare and adding some sort of dialog tree to social interactions. Instead, heroes learn expressions by reading books. These expressions include things like dancing and breaking wind, so instead of having conversations, players are forced to communicate through jigs and farts. Somehow this just doesn't convey a lot of depth of character. Instead of rich conversations and endearing courtships, players end up spamming whatever expression is his or her chosen mate's favorite and then moves them right into their marital home.
Enh, I've got no problem with it, really. I certainly wouldn't like it in every game or most games, but it worked here.

Think of it as an allegory for the isolation of the hero/great-man: the lives of common people seem petty and meaningless to you, while you are absolutely incomprehensible to them -- being a symbol is all you can be.

-- Alex
 

opium of the people

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May 20, 2008
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"KrossZer0:
Fable II could have benefited greatly by taking a cue from BioWare and adding some sort of dialog tree to social interactions. Instead, heroes learn expressions by reading books. These expressions include things like dancing and breaking wind, so instead of having conversations, players are forced to communicate through jigs and farts. Somehow this just doesn't convey a lot of depth of character. Instead of rich conversations and endearing courtships, players end up spamming whatever expression is his or her chosen mate's favorite and then moves them right into their marital home."

thanks for picking up on this in your review, as this is the main reason i am putting off the game until it fall below £30. I own the original fable and one of the things that annoyed me most about it was the isolation you felt from the rest of the world, the same isolation Alex_P points out, as because of it i never really felt involved in it's apparently deep and complex world
 

KrossZer0

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Apr 16, 2008
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Alex_P said:
KrossZer0 said:
Fable II could have benefited greatly by taking a cue from BioWare and adding some sort of dialog tree to social interactions. Instead, heroes learn expressions by reading books. These expressions include things like dancing and breaking wind, so instead of having conversations, players are forced to communicate through jigs and farts. Somehow this just doesn't convey a lot of depth of character. Instead of rich conversations and endearing courtships, players end up spamming whatever expression is his or her chosen mate's favorite and then moves them right into their marital home.
Enh, I've got no problem with it, really. I certainly wouldn't like it in every game or most games, but it worked here.

Think of it as an allegory for the isolation of the hero/great-man: the lives of common people seem petty and meaningless to you, while you are absolutely incomprehensible to them -- being a symbol is all you can be.

-- Alex
That's an interesting way to look at it. I think it would work a lot better if they played that aspect up directly in the game. The loneliness theme doesn't really seem to fit well with the humorous tone that the rest of Albion takes (which I thought was genuinely endearing and entertaining on its own, for what that's worth).

Opium - Yeah, after playing through it I don't see this as a "run out and buy right now!" kind of game. Playing though Mass Effect just before picking this up probably didn't help either.
 

Pharoah103090

The Gambler of Fate
Oct 25, 2008
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I agree that they did make it way too easy to get married, or to just get people to like you. If you choose to be good you are hindered by the sheer number of followers you get. On the Spire, I agree that it was anti-climatic that pretty much nothing changed, and the fact that it takes so long makes it fell like it was thrown in to buy time. Overall, I thought your review was well-written, and hit on a lot of both the good and the bad.
 

Alex_P

All I really do is threadcrap
Mar 27, 2008
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opium of the people said:
well any game is going to seem as shallow as a puddle after mass effect
Enh, Mass Effect itself seems shallow as a puddle compared to some other games. It's a very standard story for its genre with a few interesting elements thrown in, much like Jade Empire or Knights of the Old Republic. They're all great games, but a lot less impressive than, say, Torment.

-- Alex
 

Crotius

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Nov 8, 2008
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Been lrking for a while, now I have something to say.


KrossZer0 said:
Otherwise, combat is simple enough for the uninitiated to button mash through, while having a certain more complex aspect that gives hardcore gamers a chance to really dig in.
Okay, I have a question. Why are the words hardcore gamer being thrown around (and misused, IMO) so much these days? It just seems to me that devs, and reviewers as well, are simply painting over any aspect of the gameplay that is illogical, or overly complex, or simply doesn't work with the words "Well, it sucks and stuff on PURPOSE! We made it that way for TEH HARD-CAWR GMAERSZZZZZ!!!1"

No people. This is wrong. If a chair collapses when you sit on it, it's f-ing broken. That doesn't mean its for the the hardcore sedentary.

Now, about Fable 2 itself. I'm working my way through it right now, and, I'm finding it fun, to an extent. More like, I've got no better games to play, and I don't get paid for a 2 weeks, and I've read all the books I own a million times, so why the hell not play Fable 2? My main issues are the menus. Seriously, why the hell do I have to go through 3 damned laggy-ass menus to drink a Balverine potion? Now, I never played Fable for the x-box, I had it on pc. But there was a way to set an item to your little "d-pad" thing. This feature seems to be non-present in Fable 2, and I really miss it. It would sure make getting drunk in the middle of town and throwing up in my baby's crib a lot easier. The breadcrumbs thing barely works, and I find the idea that they think I even need it insulting. What happened to rpgs being about exploring? Oh, yeah. People get frustrated when they don't have a linear, go here do this thing NOW kill something every three seconds game play. Don't get me wrong, I like venting my bitter bitter spleen flavored rage juice on mobs as much as the halo freak I keep locked in my basement to experiment on, but this is just making things too easy.

Anyhow, I'm bored now, and nobody gives a rats ass what I think.

/lurk
 

Alex_P

All I really do is threadcrap
Mar 27, 2008
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Crotius said:
The breadcrumbs thing barely works, and I find the idea that they think I even need it insulting. What happened to rpgs being about exploring? Oh, yeah. People get frustrated when they don't have a linear, go here do this thing NOW kill something every three seconds game play.
A classic RPG-player behavior is to try to cram in as much side stuff as possible before advancing the main plot. The "breadcrumbs" complement that nicely: they thing tells you where not to go if you don't feel like advancing the plot yet.

Also, you can turn them off.

-- Alex
 

Break

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Sep 10, 2007
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Alex_P said:
Enh, I've got no problem with it, really. I certainly wouldn't like it in every game or most games, but it worked here.

Think of it as an allegory for the isolation of the hero/great-man: the lives of common people seem petty and meaningless to you, while you are absolutely incomprehensible to them -- being a symbol is all you can be.

-- Alex
That's certainly an... Optimistic way of looking at it. Is it a theme reflected elsewhere in the game?

As for the review: decently written, and quite informative. It sounds a lot more like the Fable 2 I expected. I haven't actually played the game yet, but when I do, I imagine to find it more like this, than the "9/10 groundbreaking ARPG" that most of the other reviews talk about.
 

Alex_P

All I really do is threadcrap
Mar 27, 2008
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Break said:
That's certainly an... Optimistic way of looking at it. Is it a theme reflected elsewhere in the game?
I can recall several times when I was following the main quest and Teresa or Hammer encouraged me to avoid it for a while.

Also, the "breadcrumbs" can be reoriented to point to side missions instead. This is helpful when a side mission takes you to somewhere you've already been and you'd rather not do the whole place. Now, that's covering for bad design rather than actually applying good design, but it still works.

-- Alex