For example, will you help a little kid fend off a bully, or will you join in on the bullying (or beat them both up)? These decisions are so ethically basic that they're not at all difficult to make, but it's still interesting to see how the game plays out depending on what you do. This initial choose-your-own-adventure-style sequence is quite impressive in the amount of freedom and variety it affords you, and it suggests that Fable will constantly challenge you to make moral decisions like the ones presented early on. Whether you make the money by being helpful or by making lots of trouble is up to you. Your first order of business is to earn a few gold pieces with which to purchase a birthday gift for your sister. You begin Fable as a young child, and it's here that you're introduced to the game's moral alignment system, its sense of humor, and its dark edge-as well as its basic controls, which will be mostly intuitive if you've played other third-person-perspective games recently. You become a battle-hardened hero over the course of Fable. Its most interesting, riskiest features may lie at the fringes rather than at the core-but they're there. Mind you, this is a decidedly great game, all in all. Beneath the surface, Fable is a well-put-together but standard action adventure, primarily consisting of lots of basic combat and running from point to point. These elements serve to significantly differentiate a game that's actually pretty straightforward in terms of how it plays. Fable also features a number of novel elements, such as how your hero's appearance gradually changes with age, and how villagers will respond differently to him depending on his reputation, looks, and other factors. Like that game, Fable invites you to solve problems either by being good or by being evil, and to watch as the effects of your decisions gradually take a noticeable toll on your persona. Fable is one of the most highly anticipated games since the Xbox's debut, and the latest title overseen by visionary game designer Peter Molyneux since he worked on 2001's innovative Black & White. This latter case is the subject of Fable, a game in which you get to vicariously experience the life of an archetypal fantasy hero, and, in some respects, decide what eventually becomes of him. Others build their reputations over time. Some heroes are made when they rise to the occasion.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |