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Dogs - regardless of whether or not you're a little bit scared of
them, or the fact that they occasionally choose to store their defecations
under your favourite chrysanthemum, chew up the newspaper before
you've done the crossword or scare the bejeezus out of you by barking
for no apparent reason at imagined prowlers - are great. Not only
are they man's best friend in every clichéd cartoon or teenage drama
ever to come out of Hollywoodland but they can also play emotional
parts that tug at the heartstrings in a way that no human-to-human
relationship can, as seen, for example, in I Am Legend. So
it's no surprise that the videogame industry has cottoned on to
the concept and implemented it into two of 2008's biggest and most
anticipated games, one being Fallout 3 and the second being the
subject of this review - Lionhead Studio's life-simulating action
adventure mammoth, Fable II.
Although
not a focal point of the overall narrative, the little doggy companion
who follows you for almost the entire span of Fable II is a wonderful
addition. He - or she, if you choose to so name aforementioned pooch
- is an invaluable teammate who helps you in fights, sniffs out
chests and buried treasure for you, performs tricks and generally
endears himself to you, whether your actions turn him into a golden-fleeced
Lassie or a red-eyed Kujo. Lionhead further compound the connection
to your furry friend by introducing him right at the beginning of
the game, when your character is a scrawny little street urchin
living off scraps and his or her wits with big sister Rose; you
rescue the dog from an unscrupulous bully and from that point on
it's clear that Peter Molyneux wants you to care about your canine
companion and, by extension, the world you both inhabit. Albion,
just like your pooch (I named mine Tinker, by the way) changes and
reacts to your every action. You have to care about how you treat
both, even if you treat both badly. It's impossible not to care.
Dog
notwithstanding, Fable II's opening hour is very similar to the
first game, in that you begin as a child (male or female this time
around) who must perform various quests for the citizens of your
hometown in order to raise five gold pieces. The reason behind this
is that a travelling merchant has come to Bowerstone City and is
selling, among other things, a musical box that he proclaims will
grant whoever plays it a single wish. Although initially sceptical
about the box's actual powers, the words of a blind witch named
Theresa urge your sister to buy the box and play it, wishing - bless
her heart - to live in a castle - Fairfax Castle, to be precise,
which towers above the city. Once the box is played, however, things
quickly sour and - without revealing too much - you find yourself
an only child, raised by Theresa in a small gypsy commune with your
only real friend being the trusty dog that you saved earlier. Although
not particularly riveting, the opening childhood chapter teaches
you the fundamentals of Fable II, most notably the breadcrumb trail
of twinkling lights that guides you to your quest objectives.
From
here, the narrative jumps forwards ten years to reveal you as a
young, impressionable novice, sent out into the big wide world by
Theresa on a mission of vengeance against the evil Lord Lucien who,
incidentally, has been missing for a decade. From the very off,
I must stress that to really get the most out of Fable II you have
to dismiss most of what you've read before playing it and understand
that you will reap exactly what you sow. If you play the main quest
line without distraction then you'll probably finish the game in
under ten hours and end up feeling somewhat disappointed. Likewise,
if you come into the game expecting to find something that revolutionises
the way videogames are played - as per the ridiculous hype - you
may be left wanting in some departments. If, however, you ignore
the hype that surrounded the development of the game and also free
yourself from the idea that you have to complete it as soon as possible
(as with many other games), and simply enjoy the journey from penniless
urchin to all-conquering hero at your own pace, you'll find Fable
II to be one of the richest, deepest, most immersive and rewarding
role-playing games you've ever experienced. Just turn off that breadcrumb
trail for ten minutes or so and see where you end up on your own
merits…
I'm
not going to go into detail concerning the storyline; suffice to
say that it involves the tracking down of three great heroes, one
of Strength, one of Skill and one of Will, who are instrumental
to foiling Lord Lucien's dastardly plans. Instead, I'd much rather
talk about the technical side of things and the frankly incredible
variety of tasks, quests, skills and equipment in Fable II. For
one, it's not all roses and trumpets. If there's one thing that
stops this game from achieving that elusive 10/10 score it's the
technical blips that occasionally detract from the experience. Aside
from pretty consistent collision issues with dead bodies and - notably
- your dog, the game also suffers from a fair amount of slowdown
and pop-up, as well as the odd bug concerning the targeting crosshair.
The menu system would have benefited from another few months in
development too, as it's one of the slowest and clunkiest I've ever
used, especially in an action-RPG. However, most of these issues
are forgivable every time the astonishing art design throws up another
gasp-worthy vista.
Atmosphere
is a big thing in Fable II and Peter Molyneux's team has sculpted
some of the most beautiful and evocative environments ever seen;
from the streets of Bowerstone City to the lush countryside and
its sparkling lakes - all of which take on a completely different
ambience when the inbuilt day-night cycle rolls past sunset - everything
is amazing to look at. Rabbits bound across fields, crows scatter
as you rush towards them, and the people of the cities are many
and varied enough to have you believing that Albion truly is a living,
breathing world. I mean, fair enough, a lot of the one-liners uttered
by the townsfolk and bandits are repeated several times but they're
acted so well and with so many different regional dialects that
you can forgive such shortcomings. The musical score is perfectly
composed and adds to the atmosphere brilliantly, while the scripting
and voice-work (provided by, among others, Stephen Fry, Zoe Wannamaker
and Ron Glass) is incredibly well done.
As
mentioned earlier, you can now choose to be either male or female
and while this choice has no bearing on the main storyline, it does
open up a lot of new options for character customisation and diversity.
Interestingly enough, what you choose to wear now has no effect
whatsoever on your damage resistance; all of that is taken care
of by how many experience points you spend in the 'toughness' branch
of your Strength tree (more on that later), leaving you free to
dress exactly how you please. If you want to slay balvarines in
your underwear or take on a bandit camp dressed in nothing but a
corset then go ahead, as the game won't penalise you for doing so,
although you will attract a few sniggers and derogatory remarks
from passers-by. The dynamic world means that what you wear does
have a bearing on how people interact with you though. Wear bandit
outfits and dark colours and people will fear you; cut a dashing
figure in a noble gent's coat and a top hat and people will adore
you. The possibilities for interaction and influence are almost
limitless, as are the customisation options. In addition to the
dozens of shirts, leggings, skirts, hats, masks, gloves, corsets,
dresses and coats available, there are also several dozen dyes available
with which to colour your clothes for even more individuality. Couple
this with the physical manifestations of good and evil carried over
from the first game, plus the new purity and corruption facets,
and you'll find that it really is unlikely that any two avatars
will look the same.
Just
as in the original Fable,
evil acts make you appear more fearsome and, conversely, good deeds
make you look more divine. However, there is now a pure/corrupt
bar that also affects your appearance. For example, if you're the
kind of player who buys a property and rents it out at an extortionate
rate then your corrupt side grows, further distorting your once
fine looks. Eat too much meat and too many pies and you'll grow
fat and slovenly; eat celery and fresh vegetables and you'll slim
down and appear more healthy. It's not quite the same as real life
but it does make you think hard about everything you do.
Another
little innovation featured is that unlike other RPGs, you rarely
get gold from completing quests in Fable II. If you want to make
money then you'll have to work for it in the various jobs to be
found around the land. You can become a blacksmith or a woodcutter,
an assassin, bounty hunter or barman, all to help line your pockets
with shiny gold pieces. The first three listed above are mini-games
entered by holding the A button near a job sign. Once hired you
simply press A at the right moment to do a good job, which eventually
leads to promotion and more money. It's been said that a master
blacksmith can make up to 1,000 gold pieces per sword, although
I've not achieved this yet! The assassin and bounty hunter jobs
are accepted from NPCs and require the fairly obvious to earn a
reward. Once you have enough money, of course, you can branch out,
perhaps become a landlord by purchasing property and renting it
out (the game even allows you redecorate every house you buy), or
you could buy a market stall, shop or pub and earn your money by
taking a cut of the profit, or you could gamble your way to riches
by partaking of Albion's wonderful variety of pub games. Either
way, making cash in Fable II is fun and ridiculously distracting.
You can even save up enough money to buy Fairfax Castle and crown
yourself King or Queen. I mean, come on, how cool is that? And if
you want to buy up property then what better way to make use of
countless houses than by breeding like a mad rabbit? Yes, you can
even have a family - or several families, if you choose. Same-sex
marriage, protected or unprotected sex, pregnancy (for female characters)
and all the pressures that go with them - including STDs, ankle-biting
children and bank-breaking divorce - are available in Fable II.
Of
course, it's not all extortion, debt collecting and home making;
there is a quest for vengeance and a path to glory to worry
about too, after all. As befitting for a legendary hero, such a
path to glory is littered with the bodies of those who cross you;
from bandits and highwaymen to balvarines, forest trolls and axe-wielding
zombies, combat in Albion is varied and fast-paced. Much has been
said about the new combat system in Fable II and most reports have
been somewhat unfair, particularly those that label the combat as
simplistic or overly easy. Admittedly, most previewers who called
the combat "lacklustre" had only played the first couple of hours
of the game, when only a basic attack, shoot and spell option is
available. Later on, as you spend your experience points (XP) on
different specialities, the combat becomes far richer. XP comes
in orbs of four forms, which are granted each time you kill or significantly
damage an enemy (as well as from various foods and potions). Red
orbs are for Will, Albion's version of magic; blue orbs are for
Strength, swordplay and hand-to-hand combat; and yellow orbs are
for Skill, obtained by using your gun often. The fourth type, green
orbs, are for general experience and can be used in conjunction
with the other colours to purchase expensive skill sets. Spend a
lot of XP on Strength and the various attacks, flourishes and combos
you unlock turn combat into a much more complex and satisfying beast;
improve your Skill and you learn to zoom in and even target specific
body parts; focus on Will and you'll develop a devastating array
of spells with which to wreak havoc upon the scum of the land. Specialise
or generalise, it's up to you, but each skill tree truly comes into
its own if you decide upon the former. In addition to more powerful
attacks and spells, the three types of XP alter your appearance
in very specific ways, too. Strength has a skill called physique
that makes your muscles develop, Skill (specifically accuracy) makes
you grow taller and more lithe, and Will covers your body in glowing
tattoos, similar to those sported by Maze in the first game. Along
with all the hairstyle, facial hair, make-up and tattoo options,
this makes character development and progression truly deep and
varied.
Aside
from all of these aesthetic and monetary distractions, there are
fifty trash-talking gargoyles to find and obliterate, several statues
that require certain expressions to defeat, and the famous Demon
Doors, all of which ask that you perform various, fairly random,
feats before they will open up to you. The silver key chests also
make a return, this time with over fifty keys to collect. Added
to this there are also empty plinths dotted around that can be filled
with statues of your heroic self, increasing your renown and making
you famous into the bargain. It's important to note that many quests
won't become available until you're famous enough to be proven worthy.
Likewise, some houses will open more quests for you once they're
purchased.
Perhaps
the most consistent and faithful sequel ever seen in videogame form,
Fable II builds upon the first game in every conceivable way. The
game world is said to be ten times larger than its predecessor but
it manages to maintain the same whimsical fairytale design and utterly
British humour; the combat feels similar but far more complex and
meaty, while the action and consequence dynamic is vastly improved,
even going so far as to alter the look of various game areas dependant
upon your actions. Once again, you'll rarely taste bitter defeat
in combat, but even if you do there is no death; your Hero rises
up again almost instantly, albeit permanently scarred. This is an
interesting slant on the genre because whereas in most games death
simply means restarting the same section over and over, in Fable
II it puts an irrevocable mark upon your lovingly crafted avatar
so you'll really try hard to avoid it.
One
area in particular that would have benefited from more development
is the multiplayer mode. Although Molyneux and Lionhead made a big
deal about local and Live co-op, the game shipped with only the
former possible - the Live aspect has to be integrated via a download.
Whilst this is not a show-stopping problem, it's also not something
you expect in a game as hyped as Fable II. Indeed, many gamers will
feel somewhat short-changed by the co-op mode both online and off.
Anyone expecting to be able to transport his or her own unique hero
into someone else's universe ala an MMORPG (as was hinted at during
the earlier hype) will be severely disappointed. Co-op, both local
and online, only allows the host to use their avatar. Anyone joining
a game is forced to select a character from a roster of pre-fabricated
henchmen. Although you can choose the gender, alignment (good, evil,
or neutral) and weaponry of the henchman, it still makes the multiplayer
aspect feel like something that was promised in good faith yet snatched
away in development. Obviously, it's still good fun to run around
together completing quests and slaying Balvarines, but the experience
is further hampered by a fixed camera. Apparently, this mechanic
was inserted to stop players from wandering too far away from one
another but all it really does is restrict you to the point of frustration.
Offline, playing on a single Xbox 360, you will probably forgive
this as a necessary evil, but to find the same restricting camera
plaguing you across Live is close to unforgivable. The only really
redeeming feature of online play is that you can interact with other
players (identified by glowing orbs floating around the environment)
without leaving your own world and view each other's stats, exchange
and trade gifts and equipment and, of course, invite them to play
with you.
It's
a shame that online multiplayer has become almost a prerequisite
for any 360 game, mainly because some games simply don't need it.
If Lionhead had spent less time trying to hammer together a bolt-on
Live mode and instead invested those (arguably) wasted hours in
cleaning up the bugs, speeding up the menus and maybe throwing in
a little more content where the main story is concerned, then Fable
II could have achieved a 10/10 score without the need for online
play. As it is, certain aspects of the game have suffered and we're
left with co-operative modes of the 'take it or leave it' variety.
Peter
Molyneux, once again, has bitten off a little more than he is able
to chew and not quite delivered on every promise he made - such
as the scale of the main quest - but you can't blame the guy for
blowing his own trumpet. It's clear from the get-go that Fable II
is a labour of love, a fantastically involving, sprawling, deep,
rich and charming adventure that will take hold and not let go for
literally hours on end. Whether you want to waste days strumming
your lute to a crowded bar, playing fetch with your dog, chopping
wood or bedding whores; whether you want to be a dashing hero, a
fat, greedy thief or a beautiful yet deadly sorceress; whether you
want to buy every building in Albion or kill every resident of every
town, or maybe just run around slaying rabbits and kicking chickens
in your undercrackers, the choice, this time around, really is yours.
Reviewed by Mick Fraser for AceGamez (All Rights Reserved).
Read
external FABLE
2 reviews on ciao.
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