Review: Fable Anniversary

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작성자 Virgil 작성일 25-08-22 04:36 조회 4 댓글 0

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With a sprawling, graphically intense world part of a near fifteen-hour campaign, Fable: The Journey breaks any conceptions of what a Kinect title can be. It’s not demo material or a novelty release, but an uncompromising Adventure Game Collectibles game that weaves an engrossing story while utilizing the full potential of motion control. It doesn’t always work flawlessly, but the sheer ambition alone makes it a must-own for Fable and Kinect fans alike.

Fable eventually was released in 2005 to high anticipation, but the game failed to live up to Molyneux’s sky-high aspirations. The game earned acclaim for its real-time combat and various methods of dispatching foes, but the morality system was much more limited than originally pitched (good and evil were the only really distinctive ways to progress in the game) and a number of features such as the children component were missing. The abilities to impact the story and the world around you were disappointingly limited as well. But despite these problems, Fable was still received with enough praise that it became a full-fledged series, with Fable II dropping in 2008 and Fable III in 2010.

Fable was one of those titles that caught my attention well before its release in some article in a game magazine back when paper gaming magazines were still in abundant supply. How far exactly before the release is uncertain, but I want to say it was well over a year before Fable's launch, possibly even as far back as 2002 or 2003 when it was still called its working title Project Ego. Open world gameplay has practically become the standard in modern game design, but this was not the case in the early 2000s.

Gameplay itself is a nice blend of action elements with those traditional to an RPG. On the offense, a melee weapon, long range weapon and magical will powers are always available, each assigned to a different face button. For defense, numerous gear combinations are available to ensure you’ll always be protected in the heat of battle. Plus you can block and roll. Enemies tend to rush you and offer quite a challenge for those unfamiliar with the proper strategies. Grinding isn’t a common occurrence, but going into battle well stocked with items is always necessary. While it’s not the deepest system, it’s still arguably the best one in the Fable series and remains enjoyable today.


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The combat mechanics played a big part in creating an enjoyable game, but a lot of the fun came from just exploring the world and seeing what sort of trouble one could get into. The goal of the hero was to gain fame, which was measured by their renown which was acquired by completing quests and the reaction of the NPCs was determined by the character's alignment, which was also influenced by their actions. Good characters would seem to develop a bright aura around them and a halo, while evil characters would grow horns and attract pestilence. The NPC behaviors weren't quite as unique as early claims from Project Ego days would have you believe, but they did react based on those factors, though just about everyone gave the same reaction based on the hero's current renown and alignment.

The final new feature in Fable Anniversary (besides achievements) is that of SmartGlass, something that is weighing heavier and heavier in overall experience these days. As admitted by Lead Designer Ted Timmins, it was basically implemented here as way to test the technology’s capabilities for future implementations. Thanks to that, there are actually a few interesting features that the app offers. Unsurprisingly, it’s basically an interactive map, but they’ve worked with Prima to also provide the locations of key items and characters (without going into too much detail). While this may seem a bit like cheating at first, it’s helpful enough only to ensure that you won’t get lost and makes it so you won’t result to using a full-blown strategy guide.

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