Once again, Fable: The Journey isn’t on-rails dagnabbit!

I do feel sorry for Peter Molyneux. Being such a great speaker who calmly relays his aspirational thinking to anyone who will listen, he often talks at Microsoft press conference, regardless of venue. And with Fable being one of Microsoft’s big IPs, Molyneux usually discusses its future titles. But the reason I feel sorry for him is because I get the impression his thoughts aren’t quite at the stage where he should be in front of hundreds of people but still, there he is with a Fable product, dividing the audience on whether ‘it’ll work’.

The recent hotly discussed game was Fable: The Journey at E3, a game demoed on-stage looking a whole lot like it was on-rails. Earlier this month he cleared up any confusion saying for the record, Fable: The Journey ISN’T an on-rails experience and the navigational element was removed at the last minute. Why? According to OXM, Molyneux said “The reason it was on rails was because I told the team to take out navigation, because on stage I thought, right, I need to show off magic, how cool magic is.” Funny thing was, to me, this worked because I did indeed think the magic looked cool and how different hand movements cast different spells. Molyneux went on to say: “If Dimitri doing the demo had had to navigate from one position to another, one, it would have extended the demo to four minutes from two minutes, and two, it would be slightly confusing.”

Another reason for the arguably poor showing was how little time Lionhead Studios had to work on the demo: “This project really only started, well in earnest it started about seven months ago and we started coding about four months ago.” And not straightforward coding either, the team moved from the normal Fable tech to using the Unreal Engine. This generation really is becoming the age of Unreal isn’t it?

So for a lot of people, Fable: The Journey looked iffy at best but Molyneux promises that come Gamescom in August, Lionhead will be able to fulfil their ambition of making something we all want to play. And I can see sleepless nights ahead for the studio. By August, the game would have only had just over six months development time and no doubt there’s even more pressure to get it right after the Molyneux took the negative comments of E3 so personally. I think the press and gamers often forget just how young titles can be at big press shows. It’s rare that what you see in a game stays exactly the same when it’s finally released and being a supporter of in-game demos over flashy CG trailers, I’m glad Lionhead took the risk to show off Fable: The Journey at such a raw stage rather than a random piece of footage which leaves us with just as many questions.

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One thought on “Once again, Fable: The Journey isn’t on-rails dagnabbit!

  1. Pingback: Fable’s foibles « Back For Two Seconds

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