Review: Fable: The Journey
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Despite not living up to some of the promises made by Peter Molyneux during its production, Fable is a great RPG and one of the standout Xbox titles. The freedom to play as a virtuous hero or a vile hellion is reason enough to play through this title twice and as short as the main quest is, that isn't nearly as demanding of a request as it would be with some other RPGs. A year later Fable: The Lost Chapters was released which featured an additional chapter with a new area and enemies at the end of the game along with some additional side quests and minor features. For the tenth anniversary an updated version of Fable: The Lost Chapters was released as Fable Anniversary for Xbox 360, which was a bug riddled mess on its initial release. It has been improved somewhat through patches but playing Fable: The Lost Chapters on the original Xbox is the recommended way to go if at all possible, though any RPG fan should experience this title in some capacity, even if Fable Anniversary is the most realistic option. Fable II was a well done follow up and the less said about Fable III the better.
Project Ego sounded like nothing I had played before. Being able to pick and choose which quests to take wasn't exactly groundbreaking, but the idea of the game taking place across the character's lifetime was intriguing. There was talk about how the character would be designed and uniquely tailored to the player's gameplay and they would be able to have children that would have a significant impact in the world. The character would receive unique scars from battle, they could plant a sapling and watch it grow in a massive tree throughout the course of the game and the NPCs would have unique reactions to the player based on their deeds to create the sense of a living world the player was truly a part of.
What better way to reinvent a gaming franchise than taking away the controller? It’s a risky proposition to turn one of the most successful Xbox franchises into a Kinect-only title, but that’s exactly what’s been done with Fable. Instead of producing a family-friendly mini-game based game, however, Lionhead Studios have created a full-blown Adventure Game Beginner Guide that manages to rival the main canon in scope. Not only is Fable: The Journey an evolution of the series, but a crucial experiment to see if Kinect can manage to produce a story-driven experience with nothing but the player’s body.
Another cool feature is that of photograph locations throughout the map that when touched display a viewpoint from the original Xbox game. This is quite nifty as it allows you to match up with your television and see exactly what has been improved for the Anniversary edition. It’s also said that backgrounds for key players have been written and are viewable upon meeting them, but I was unable to find how to access these. A title update will be supposedly be released on launch day, so perhaps they will become easier to find then. The only real negative of the experience is that it doesn’t show the NPCs that can be interacted with on the map. Unfortunately, this makes it so you can’t rely solely on your tablet/smartphone, which is a bit of a bummer.
The combat mechanics played a big part in creating an enjoyable game, but a lot of the fun came from just exploring the world and seeing what sort of trouble one could get into. The goal of the hero was to gain fame, which was measured by their renown which was acquired by completing quests and the reaction of the NPCs was determined by the character's alignment, which was also influenced by their actions. Good characters would seem to develop a bright aura around them and a halo, while evil characters would grow horns and attract pestilence. The NPC behaviors weren't quite as unique as early claims from Project Ego days would have you believe, but they did react based on those factors, though just about everyone gave the same reaction based on the hero's current renown and alignment.
There were many secrets to discover in Albion, which was necessary to pad out the game. The main story campaign was short by RPG standards, so having optional side quests and secrets added value to the title. Demon doors would have treasures such as legendary weapons if you could solve the riddle to open them and there were many silver keys scattered across the land they were needed to open silver treasure boxes. They may have have fixed this in the subsequent reissues of Fable, but in the original Xbox version there was a glitch to get unlimited silver keys. This worked by getting a key, doing a hero save but not a world save and then load the file. The character will have the key in their inventory and the key will be waiting to be collected in its original spot.
Fable was one of those titles that caught my attention well before its release in some article in a game magazine back when paper gaming magazines were still in abundant supply. How far exactly before the release is uncertain, but I want to say it was well over a year before Fable's launch, possibly even as far back as 2002 or 2003 when it was still called its working title Project Ego. Open world gameplay has practically become the standard in modern game design, but this was not the case in the early 2000s.
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