![]() Bandits, balverines and trolls quickly changed from dangerous enemies to cannon fodder. Personal experience seemed that mastering consistently high combat multipliers with the bow was tricky, but by halfway through the game the character would easily be a formidable magic using tank. The experience was divided into the three combat categories along with general experience that could be distributed as desired. How these skills developed was based on what approach was used in battle and doing successful combos with any of them would multiply the gained experience. There was no fighter, mage or rogue class the player simply trained in archery, melee combat and spellcraft. The sense of freedom became apparent in the early stages of the game during the tutorial. He wasn’t the most useful voice as he would typically tell you there is a quest card at the guild or randomly ask “what’s that?” but having a disembodied British voice throughout the game was a nice touch. On the other hand, Fable had a bit of an unexpected Monty Python quality with a narrator. The story progressing across a lifetime basically got reduced to the hero would whenever they leveled up and the world didn’t seem to change at all from when the hero when from his teenage years to entering his sixties. Raising children wasn’t an option in the first Fable and sadly neither was killing the little brats that ran through the town, but overall the game seemed to match the goals of what Molyneux wanted to create, even though it came in a much more scaled back version of what he raised our expectations to be. ![]() This is unfortunate, because once we get past Molyneux’s grandiose claims for what Fable will be and just accept it for what it actually is, Fable turned out to be a rather impressive final product. 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.Īnyone who’s played Fable knows that it fell short of these amazing claims and there’s a good chance they felt disappointed when they saw it failed to live up to everything it was supposed to be if they pre-ordered. 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. 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. Project Ego sounded like nothing I had played before. Open world gameplay has practically become the standard in modern game design, but this was not the case in the early 2000s. 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. The most memorable example of Molyneux creating hype that the game couldn’t live up to was 2004’s Xbox exclusive action RPG Fable.įable 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. The game itself could be good, even great if it were simply judged for what it is, but disappointment is going to happen when a title fails to deliver on lofty promises no matter how good it may otherwise. This is actually quite refreshing in itself, because who doesn’t enjoy hearing someone passionately discuss their creative projects? The problem with this occurs when the game in question is actually released. When discussing his projects, Molyneux has a childlike sense of excitement where he will enthusiastically share details on his grand ambitions for the title. If there ever was a game designer that should not talk about his games prior to their release date, it’s Peter Molyneux. We even have a beige computer with a floppy disk drive. ![]() All the classic systems are down there collecting dust, so in an effort to improve the cleanliness of our work space, we dust off these old consoles every so often and put an old game through its paces, just to make sure everything stays in working order. The basement at the Hardcore Gamer office has a section known as the Crust Room, with an old grey couch and a big old CRT TV. Member the games you used to play? We member.
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