The new Fable looks beautiful, but the more Playground Games reveals, the more concerned I become about what’s underneath the surface.
In this video, I break down what we learned from the Gamescom previews and gameplay demonstrations: the lack of lasting consequences, the removal of Fable’s traditional morality system, seemingly out of a fear of ever truly inconveniencing the player, combat that appears so easy it risks becoming little more than boring busywork, and an Albion that looks impressive at first glance but increasingly disconnected from the visual identity of the original games.
The problem is that Fable increasingly looks like a game designed to never inconvenience, challenge, frustrate, or alienate anyone. And in sanding away all of that friction, Playground may also have sanded away much of what made Fable memorable in the first place.
#fable #xbox #FableGamescom
TIMESTAMPS
00:00 – Why I Think the Fable Reboot Will Be “Slop”
03:10 – The Problem With Fable’s Combat
06:35 – Shallow Enemy Design & “Background Gaming”
08:26 – Bowerstone and the Art Direction Problem
14:18 – Final Thoughts on the Fable Reboot
Sources:
TechRadar: “If you kill every Fable NPC, Playground Games says the world will ‘stay empty for some time’ before being repopulated by ‘full NPCs’”
(https://www.techradar.com/gaming/if-y...)
GamesRadar: “Fable’s new morality system is ‘entirely subjective’ and ‘probably representative of how morality exists in the world that we live in today’”
(https://www.gamesradar.com/games/rpg/...)
The new Fable looks beautiful, but the more Playground Games reveals, the more concerned I become about what’s underneath the surface.
In this video, I break down what we learned from the Gamescom previews and gameplay demonstrations: the lack of lasting consequences, the removal of Fable’s traditional morality system, seemingly out of a fear of ever truly inconveniencing the player, combat that appears so easy it risks becoming little more than boring busywork, and an Albion that looks impressive at first glance but increasingly disconnected from the visual identity of the original games.
The problem is that Fable increasingly looks like a game designed to never inconvenience, challenge, frustrate, or alienate anyone. And in sanding away all of that friction, Playground may also have sanded away much of what made Fable memorable in the first place.
#fable #xbox #FableGamescom
TIMESTAMPS
00:00 – Why I Think the Fable Reboot Will Be “Slop”
03:10 – The Problem With Fable’s Combat
06:35 – Shallow Enemy Design & “Background Gaming”
08:26 – Bowerstone and the Art Direction Problem
14:18 – Final Thoughts on the Fable Reboot
Sources:
TechRadar: “If you kill every Fable NPC, Playground Games says the world will ‘stay empty for some time’ before being repopulated by ‘full NPCs’”
(https://www.techradar.com/gaming/if-y...)
GamesRadar: “Fable’s new morality system is ‘entirely subjective’ and ‘probably representative of how morality exists in the world that we live in today’”
(https://www.gamesradar.com/games/rpg/...)