Review: Fable: The Journey
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작성자 Hollis Kemp 작성일 25-08-21 20:09 조회 3 댓글 0본문
The sense of freedom became apparent in the early stages of the game during the tutorial. There was no fighter, mage or rogue class; the player simply trained in archery, melee combat and spellcraft. How these skills developed was based on what approach was used in battle and doing successful combos with any of them would multiply the gained experience. The experience was divided into the three combat categories along with general experience that could be distributed as desired. Personal experience seemed that mastering consistently high combat multipliers with the bow was tricky, but by halfway through the game the character would easily be a formidable magic using tank. Bandits, balverines and trolls quickly changed from dangerous enemies to cannon fodder.
Colorful characters are encountered along the way that assist in your travels. These characters range from mildly amusing to surprisingly developed. One of the most emotional relationships in the game is with your horse Seren. As she’s with you every step of the way, willing to march into danger at your command, a surprising bond is quickly formed. Camps are periodically reached where, among other things, Seren can be feed, healed and cleaned. Touches like these really go along way to ensure she’s not rendered a lifeless form of transportation.
Besides combat and travel, there are plenty of other motion-based opportunities throughout Albion. Activities like corralling chickens, lighting lanterns and moving obstacles may seem mundane, but serve to enrich the experience, making sure there’s always a fresh task to keep players interested. Most of these secondary actions have their own unique movements to avoid redundancies. Not content to let your arms have all the fun, there will be times where multiple paths can be selected from by bending your torso left or right. With all the different movements, it’s clear Lionhead was content on utilizing the full potential of motion-control.
While Molyneux has certainly made this attitude a recurring (and expected) one, many of the creative ideas from him are the ones that never saw the light of day. Personally, I’m of the small camp who believe the Kinect/Natal demo Milo was an interesting idea that deserved to be investigated upon further ; maybe not with Kinect, but with the idea of simply talking to a person and developing a social relationship with them over time, similar to how you build the foundation of a city into a giant metropolis. Molyneux’s Milo project became one of the most iconic figures of the early years of Kinect, but the project was never realized, Kinect functionality or not. And quite frankly, Milo remained one of the more interesting Kinect projects. Considering the widespread disapproval of Kinect, one of the few good things to come out of it was the potential of a game like Milo . Molyneux was trying to make something cool out of something massively disliked: Milo out of Kinect.
In fact, it’s such a classic that describing such a widely-known story seems irrelevant until you realize that there are prospective gamers who weren’t even out of diapers when the Adventure Game Cheats was originally released, so here goes: Fable sees you take the role of "The Hero of Oakvale" who begins his quest as an unassuming boy until his village is brought to ruins by invading barbarians. The hero survives and is rescued by an even older hero named Maze. Maze sees great potential in the boy and takes him under his wing at the Heroes’ Guild. The hero grows up here, honing his skills and training for the perils that lie ahead. When he’s finally old enough, he sets off on his quest and can choose to either be the savior of Albion or its reckoner. This is of course the major gimmick of Fable, a game that allows you to choose the path of your character throughout their entire life. It was a concept that was ahead of its time in 2004 and remains interesting even after ten years and countless imitators. Of course, it’s major flaw is still the missed potential that was put in the spotlight thanks to the endless hyperbole from Peter Molynex.
Peter Molyneux’s role in the gaming industry has been one of the longest in the industry’s history, with his first game, The Entrepreneur , being released in 1984. The Entrepreneur , despite Molyneux’s enthusiasm toward it, was a mass commercial failure, said to have sold only two copies (one of which rumored to be from his own mother). After the game’s brutal release, Molyneux left the industry for the next three years, until he teamed up with Les Edgar to begin the game development company Bullfrog Productions. Though the company released a scrolling shooter named Fusion a year before, 1989 marked the release of Populous , Molyneux’s claim to fame and what is arguably the very first "god game." Populous was a commercial success, becoming the best-selling game from the company and becoming the progenitor for future strategy games of its kind. Further Bullfrog games like Dungeon Keeper followed in Populous’ wake until Molyneux created Lionhead Studios to produce other god games like Black and White . Molyneux steadily continued experimenting with new ways to play with Fable on Xbox and use of Microsoft’s Kinect peripheral (with the tech demo Milo ). Currently with 22 Cans Studios, Molyneux is developing a "spiritual successor" to his game Populous called Godus , which met funding goals on Kickstarter in 2012.
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