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Fable Review
Two women plead for you to release them from their imprisonment inside a crude wooden cage. You notice that there is a lock and to this lock there must be a key. You could go catch up to the guard that just strolled off, “silence” him and recover the key. You could save these lovely ladies. However, what do they have to offer you? The answer is Renown; the chance to stand in the crowd and hear applause and watch school children pretending to be the famous “Gladiator”, freer of the people, the light to the dark. That is what they offer in return for being freed. That’s what Fable is about. The choice to mold your character into an epic God that sports a halo and smites evil, or becomes a rank, vile, horn-donning villain that could care less about the meaningless, weak peasants that surround him. You could also go down the middle of the road, forming a Han Solo-esque character that will help when possible, but still has an eye for making (read: stealing) any profits out of the deal.
Of course, this is deep into your hero-dom, where you’ve already established yourself as a doer of good. Where did it all start? With a childhood tragedy, of course. All good heroes have a childhood tragedy to motivate them. Where would Batman be today without the death of his parents? Exactly. Your hero gets the most cliché of childhood tragedies. Let’s set the story up. You start off as a young boy who’s forgotten to get his sister a present for her birthday. Your father isn’t going to bail you out this time, but he promises to give you a gold coin for every good deed you do. You need 3 of these coins to buy your sister’s gift. Now, you could, of course, go around taking hush-money from a cheating husband and committing other evil deeds for the fun of it. I did experiment with this simply because I was new, but from the very beginning you are adding Renown points as well as good or evil points (which count towards your alignment). Renown is precisely what it sounds like. The more Renown you get, the more your hero will be recognized around town. Your hero can gain Renown through killing evil creatures or doing good/evil deeds. Now, back to the boy. Since I had done some mischievous things while obtaining my money, I instantly heard villagers talking to each other about how unruly I was. I decided from now on I would pursue the path of good. Everyone respects you when you’ve saved them from a giant wasp queen. Once I had bought the gift and given it to my sister, bandits began raiding the sleepy village of Oakvale. A cut scene and a “follow me” trip later and I found out that my future hero had lost his father to a raider’s blade and his mother and sister had been taken.
Did I forget to mention the kind wizard that saved my hero and brought him to the Hero’s Guild? The Guild is where all young promising students become heroes. You’ll learn basic controls here and how the Guild works. It’s a great tutorial and eases you into the excellent control scheme. You’ll meet a peer and rival named Whisper during your training. This would have been a great story element, but it feels like the potential for Whisper becoming a lifelong friend and/or enemy was barely touched. You’ll meet up with her on maybe two other occasions, but I never developed any more feelings towards her than any other character in the game. Nevertheless, once you’re done goofing around the Guild you can hop right into graduation and becoming a hero.

Since I was now an official hero, I decided to follow the path of good as closely as possible. The gameplay is a mixture of Black & White, Zelda, and some KOTOR. It’s a lot more than that, but you have a picture now, right? Subtract the frequent puzzles found in the Zelda titles, but keep the real-time action. Fable isn’t just a hodge-podge, though. It makes a name for itself and allows the player to play the way he or she wants (although the main character’s gender is male and unchangeable, sorry ladies). Your character gains experience just like in an RPG, but these experience points don’t instantly add to your overall “level” (of which, there is none). Instead, depending on whether you hack down the enemy with a giant axe (melee), dispatch your foes from afar with a bow or crossbow (skill), or pump arcs of lightning into their bodies (magic) you will get a certain number of experience points in one of those three areas. In addition, there are “general” experience points that fall into a larger pool of experience points than any other of the three. Thus, the more you use one type of weapon (any kind of magic, in magic’s case), the more experience points are allotted to that pool. You can return to the Hero Guild (by simply teleporting from anywhere, which is a nice touch) and spend those experience points on either upping your strength, health, toughness, accuracy with ranged weapons, speed, magic power, and a plethora of other areas. As you level up, your hero’s skills begin to reflect how you play and he becomes more solid and strong in that area of fighting.
Strategy can be implemented, particularly if you focus on an archer-type character. The game also allows you to play the game as you wish. Want to grind through the enemies, smashing them with a gigantic hammer while ignoring any type of blocking strategy? Go ahead, just pump up your toughness and health to be able to take the extra damage. It all depends on how you want to play. For battle, Lionhead has implemented a targeting system similar to the more recent Zelda titles. Holding the left trigger will target the nearest enemy or citizen you are facing. This makes battle very intuitive and doesn’t require a lot of hacking around to hit your enemy. The right trigger serves as your “magic” options and changes the normally melee-based buttons into three different spells. You can cycle through these spells if you have more than three. It can be a little cumbersome when you’re on the last bit of life and are force to cycle to a new set of spells just to heal yourself. The game makes up for this by automatically dropping a potion or food item into the quick item/emotion selection that the D-pad serves as. Overall, Lionhead has smoothed over the battle controls and made it fairly easy to jump into the fray as well as dodge attacks.
If you are heavily damaged your hero will gain a scar on whatever body part that was hit. Fable’s strong point is this customization that happens through your experiences as well as through player intervention. Tattoos, dark and bright armor, and hairstyles serve as the materials with which you can paint your hero. Not only do these affect scariness, alignment, and overall look, but the way your alignment as well as your battle style affect his look. Of course, being good generates a halo and butterflies around your hero. Evil heroes will find horns sprouting and a red glow surrounding them. A melee-based hero will become bulking, a skill-based hero lithe and tall, and a magic-user’s hair turns white. All of these elements mix to form your unique hero. Sure, your friend may have the same power mustache as you do, but he won’t have the same deep gashes in his back that prove your experience as a fighter. You might even find it fun to purchase a dress set and a Mohawk just to get reactions out of the villagers  
Elements like the dress “armor” really make the game fun. The game will find every chance it can to make fun of you, particularly early on. Running around town in a dress or just your skivvies will warrant mocking from the townspeople (until you set them right and chop their heads off). A puzzle that involves spelling out a “name” by hitting stones labeled “I”, “H”, “T”, and “S” in a certain order will illicit an unexpected response when you arrange the letters into a naughty word. Even selectable emotions and responses that your hero can use will generate some great reactions from different people around the game world. Some of my favorite are the “middle finger” and “sexy hero pose.” My hero had the ladies swooning with that sexy hero pose. Some of these emotions actually serve a purpose! Fable offers several options that entail romance and other options (like side quests and gates), but they add little to the game and can easily be skipped without looking back.
Even without the little extras, you may find yourself wasting time just gawking at the visuals. Fable is one of the best-looking games on the market today. The landscapes are gorgeous as are the character models. I was purchasing new armor and tattoos just to see how cool they looked on my hero. The style is similar to glow effect you can see in something like the movie Skycaptain and the World of Tomorrow. It softens the edges and gives the environments gorgeous and realistic lighting. There is a little bit of skipping and slowdown after teleportation and areas with several enemies, but it’s negligible and had little effect on game play. In addition, the textures are a little low-res, particularly on villagers (of which there are many duplicates), for a game of this level. It’s not easy to notice, since most of the time you will have the camera zoomed out. That is another issue I’d like to address. I would have thought since Fable has been in production so long that the camera would be a little easier to use, but it does get stuck in corners and there is entirely too much manual manipulation when you’re trying to focus on fighting.
In addition to some great graphics are the complementary sound effects and voiceovers. Every bit of the game is complemented with dialogue, which is fantastic. Everything that is important to learn can be heard from the mouth of an NPC or through the moderately well voice-acting during cut scenes. Swords and different weapons clang against each other and make the appropriate noises for whatever you’re hitting, which is satisfying, to say the least. I particularly enjoyed the thump and ruffle of punting a chicken across town.
Even with the massive amounts of dialogue, great visuals, and compelling gameplay that I’ve written about, this pond is deeper than what can be seen from the surface. It’s packed with options and so many more elements that I haven’t covered. There are, however, a few big ripples in the game that will continually brought up that I’ve waited until now to mention. Fable is too short, and seemingly extremely short because of how addicting the game is. I finished the game in just over ten hours. Your results may very, but it would have been nice if there was at least ten more hours of the main game to play. I’m not counting going out and getting married or owning a shop and getting the best weaponry. You can continue to do that after you finish the main storyline, but it offer no new quests or anything really worth doing unless you wish to completely max out your hero. Secondly, most of the boss battles have patterns that can fairly easily be exploited. This really isn’t a major complaint, as many games have successfully used the pattern element in their boss battles. However, once I discovered the pattern of the final boss I was able to dispatch him from afar even though I had a melee-based hero.
These grievances aside, Fable is a great game that has a lot of potential. There were some great ideas that could have been implemented really well. What Lionhead got right turned out really great and I highly recommend any gaming fan pick this one up. Hopefully we’ll see some sequels as Fable has the potential to become a blockbuster series for the Xbox.

Written by Chad Phillips. Posted year 2004.
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 Released on September 14. 2004
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