Return to AlbionPublished October 20, 2008 At A Glance
Celebrated developer Peter Molyneux and Lionhead Studios have returned at last to the land of Albion with Fable® II. Make time for your adoring fans. It's been hundreds of years since the events of the first game. Jack of Blades, the Hero's Guild, and the hero himself have all been largely forgotten, buried in legends so rarely told that they have fallen out of general knowledge. You play young "Sparrow" as he or she (you can play a woman this time) is called by their protective older sister in the opening moments of Fable II. You and your sister have known only hardship in the now sprawling streets of Bowerstone (several times larger than in the original Fable), but soon, both wonder and tragedy strike as you're set on a collision course with fate, fueled by revenge, and tempered by training at the hands of a mysterious seer. If you rush about town pointing and laughing at children, making lewd gestures at passersby, and getting tanked at the local pub, clearly there's some corruption eating away at you.Spoiling any more of the story would do the game an injustice. Both the core story line and the ancillary adventures are filled with wit and drama best experienced, not explained. Albion Style From the enormous moon dominating the night's sky to the golden fields of Oakvale, the moodily rain-drenched Westcliffe, and the eighteenth-century stylings of Bowerstone, Fable II brims with an aesthetic belonging more to the imagination than the real world. Accessible Depth Hobbes never learn. For example, communicating with residents is handled through expressions rather than rigidly structured dialogue trees. Want to regale a nearby crowd with your most recent exploits? Simply hold a trophy over your head to earn their admiration. Each combat style (melee, ranged, magic) uses simple one-button mechanics to execute a variety of moves. Want to shoot from the hip? Tap Y. Want to zoom in for a more focused shot? Hold down Y instead. Care to execute a devastating flourish attack? Hold down X instead of tapping it, and press in the direction of the desired enemy. Even finding your way from place to place is made simpler with the use of the game's magical "breadcrumb" trail. If you can't remember where that blacksmith's store was, or if you're having trouble tracking down the guard that gave you a bounty hunter mission, the breadcrumb trail will lead you to your destination of choice. Affecting Albion Your actions even help determine what quests you receive or areas to which you have access. Sure, you might be curious what horrors the Temple of Shadows contains, but are you really willing to participate in their gruesome initiation ritual? Similarly, if you plunge those around you into a life of fear, more sinister syndicates may rise in the shadows and offer you access to some truly dark missions. Looking rather pleased with yourself. Purity and Corruption If you rush about town pointing and laughing at children, making lewd gestures at passersby, and getting tanked at the local pub, clearly there's some corruption eating away at you. Conversely, if you give gifts freely, lower people's rent, lend a helping hand, and otherwise illuminate rather than demean the people, your motives are recognized for their purity of spirit. Canine Impact Decapitation by musket ball. Good times, good times. In one brilliant stroke developer Lionhead Studios has removed all the tedium and random chance normally associated with collecting and world exploration, leaving only the exhilaration of discovery as you enjoy the sights, sounds and adventures of Albion while confident that your faithful pooch will sound the alarm if there's anything of value nearby. Just as importantly, your dog's behavior is spot-on. From the way he sprints ahead and behind you when you're wandering the world, to teaching him tricks such as fetch, beg, roll over, or play dead, to the way he limps along, paw dangling and whimpering when injured, Lionhead has infused the dog with a real, affecting personality. A World of Heroes Give them a gift, trade with them, and even look up their statistics to see, among dozens of other stats, how many times they've been knocked out, how much money they've accrued, how many wives they've had/have, or how evil, good, pure, or corrupt they are. Best of all, Fable II uses proximity voice chat, so if you're near an orb/player, you can immediately chat with them. Find out what they're up to in the game world, how they beat a certain challenge, or what kinds of choices they've made. It's a simple mechanic, but one that immediately opens the doors to the community. I feel a dodge coming. Of course, the choice is yours. You can set the game to show orbs for only your friends, for all Xbox LIVE members, or to show no orbs at all. A Helping Hand There's only one true hero in Albion though, and when you're playing your hero, that's you. Therefore, when a friend joins to play cooperatively, they'll do so as your henchman. Don't think that means you have control over them though, so be careful that you trust your buddy before introducing them to your hero's family! Cooperative play will be available offline on the same console on day one, and there's a title update planned within a few short days of the game's launch to add online co-op over Xbox LIVE. There's just too much to experience in Fable II to begin quantifying even a fraction of the possibilities in a single article, but that's the beauty of this sequel. The world is yours, the story is yours. How will you play? Article by Ryan Treit |