Gaming Age


Fable II

Author: Kent Bardo
Publisher: Microsoft
Machine: Xbox 360 (EU Version)

Fable II

Trees! Leaves! Flatulence!

The original Fable got a lot of grief for what it wasn't. It didn't offer a world in which one could roam forever, like Oblivion (while Metroid Prime drew raves). It didn't offer constant interaction and an online showcase for your character, like World of Warcraft (while no game is quite like World of Warcraft). So for those that decided to hate the first Fable because the trees didn't grow to your liking, keep moving. You've chosen your path.

Fable II builds exponentially on the two things that made the first game unique: interaction with the game world on a level beyond the story and combat, and character customization that's deeper than anywhere else.

But we'll back up. Fable is a fantasy adventure with a storybook setting and style. Your character is introduced as a child to set up the beginnings of an epic quest that takes him or her through the world of Albion. Aside from the existence of firearms, Albion is what one might expect from a fantasy setting. There is magic, swords and lots of bad guys. But what one might not expect is the primary role the other citizens of Albion play in the every day life of a hero.

In most fantasy and role playing games, those who aren't bad guys in need of an attitude adjustment exist only insofar as you need them. They sell you things, they might ask you for help and they might get in your way while they help move the story along. But in Fable II, they are an integral part of the game. Even though your character doesn't talk, you can interact with people by using expressions. But they aren't just expressions, your options include slapping, dancing, whistling, flirting, holding up trophies, and almost everything in between that you can imagine. Each expression has different effects on different people - after all, we all like and dislike different things. What may endear you to some will generate indifference or scorn among others.

Even if you don't use expressions often, the people of Albion talk to each other. As you travel and do your thing you'll get a reputation. Your appearance will also evolve based on your moral and sartorial choices. Clothes, hair and tattoos make you more or less attractive for obvious reasons. But moral character is something the people of Albion wear on their sleeves. If you're evil, you'll begin to look it, and people will know. Horns and glowing red eyes can be a giveaway.

All of these factors create a unique experience based on how you play the game. If you're bad through and through, a lot of people will avoid you like the plague. Those that can't will charge you more for anything you want to buy. Even then, however, you can woo those willing to listen. Bad guys do get girls, after all. In the first Fable, getting the attention of ladies (or men) was possible, but it was a relatively shallow experience. Fable II takes it a step further by introducing offspring (that's children) and baggage (that's STDs, divorce and blackmail).

So while it's almost always possible to change sides and get a second chance, your past sticks with you to varying degrees, as does your dog. He's a friend from childhood who follows you around telling you danger is coming, telling you were to dig for treasure and taking on your appearance as you grow more evil or pure. He also reacts to your expressions and, in general, is pretty entertaining to have around.

Fable II also adds a layer of economic interest to Albion. As you amass wealth (through adventuring or, more quickly, through odd jobs around town in the form of mini games), you can invest in houses, small businesses, large businesses and even a palatial property or two. Being a real estate mogul and a hero - well, who wouldn't want to be a true renaissance man if shown the opportunity?

The main quest and side quests that pop up all over the world lead you through lots of space, and that's when a coherent map would have come in handy. Instead, each area has its own map and you can auto travel to any point of interest through the menu. If you only care about going to your next quest point, you can follow a glowing path. At first the path was obtrusive and felt clumsy, but the option to turn it down without turning it off results in a handy direction finder that you don't even notice unless you need it.

While you're doing all this, you might notice glowing orbs scattered around the world. These are players from your friends list (or 'everyone' if you prefer to change it in the options menu) you can join in cooperative play. You have to split a screen, which is a shame, and your character won't appear as you see him, but other than that it's a blast to walk around and wreak havoc in someone else's world.

Lest we forget the nitty gritty: Fable's system of experience for three distinct categories remains intact. Strength applies to your physical strength, hit point total and use of hand-to-hand weapons. Skill applies to speed, ranged attacks and damage with ranged weapons. And Will is the use of magic, which includes old standbys like fireballs and lightning bolts but also fun tools like slowing time and a force push. Every time you get experience you earn points in the applicable category plus a general pool that can be used to purchase character upgrades of your choosing. It's as flexible a system as any RPG, and that helps make it fun to use.

Fable is a rare role playing game that offers incredibly deep customization, style and exploration. It can be both charming and disturbing. Its missions offer equal parts of satisfaction and tragedy, and when you're not on a mission you'll be making your own bed in which to lie (including a dog, he's literally always around). There's a lot to see (and destroy), a lot to do (and not do), and a whole wide world waiting to be conquered.

Kent Bardo

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