Fable III will excite rather than annoy

Earlier this week, Peter Molyneux claimed that his Fable III announcement at yesterday’s X10 event would piss off fans of the franchise. But from what I heard there really isn’t anything to get pissed off about and on the contrary, new features to look forward to. The game begins with the hero from Fable II at the age of 18 but has some important visual differences. The art style retains the same distinctively British flair but no longer will there be an on-screen health bar. Instead: “We made the health bar one pixel and we thought, ‘What are we doing man? No one is going to do that. Let’s do what shooters do so well and make the world your health bar,'” said Molyneux. Brilliant, this kind of approach would mean less distraction from a depleting block of colour.

So what’s next? Touching. For each of the Fable games, non-playable character (NPC) interaction has become more and more important and Fable III goes even further. Inspired by the awe-inspiring Ico and its guidance through hand-holding, players can actually grab hold and interact with NPCs as seen in the tramp-dragging image below. Other things like holding the hand of your child and feeling them react to the environment completes the experience.

Similar to the changing of the hero’s facial features, weapons now morph depending on how we play the game. If you’re into slaying the innocent, your sword will drip blood whereas only disposing of the evil makes it glow. Girth and length of a weapon relates to the regularity of fights and how long we decide they last while killing certain creatures effect the overall shape – smooth or spiky for example.

Around half-way through Fable III, the added task of ruling is thrown upon the player as they become a King or Queen of the land. Rather than an RTS scenario, choices are what shape the world like allowing or denying the passing of laws. “Conventionally, a game is all about a hero’s journey,” Molyneux states. “You start weak and build up your power, take on the bad guy and then the credits roll. We decided why stop there.”

All of the above effect how many followers you accumulate which is how Fable III displays your experience. The more you have, the higher your experience. Trying to become the world’s greatest ruler by promising the earth will have its repercussion though so a sense of realism must be instilled: “On the journey to becoming king… the temptation is to promise everything. Then you become king and you realize, ‘Oh shit baby, this is not so simple.'”

Why would Molyneux think any of these would piss us off? If all the ideas come to fruition, Fable III could be a very important point in western RPG evolution. More importantly it could be an incredibly enjoyable and touching experience, re-igniting all the emotions caused by its predecessors. I can’t wait.

{Images and some info from Kotaku}


One thought on “Fable III will excite rather than annoy

  1. Pingback: Molyneux concerned at Fable III’s combat free start « Back For Two Seconds

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