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Fable 2 early impressions
Radioactive IT
Fable 2 early impressions | Fable 2 early impressions |
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| Radioactive IT - Gaming and Entertainment tech blog | |
| by Mike Bantick | |
| Wednesday, 22 October 2008 | |
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Page 1 of 3
Does a game where purchasing a stall at the town market, marrying (err. Maybe a couple of times) and (kinda) settling down or training your dog to fetch a ball sound like your kind of game? Well, maybe not when it is put like that, but Fable 2 is definitely going to be a game you will remember.Featured Whitepaper
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![]() And I should put out a bias warning straight away. I loved the original Fable, even if the complexity of the game imploded the experience such that a decision at a crucial moment ended any chance of progression. I thought the setting, freedom, presentation and game-play where outstanding at the time. So with a few years of even further experience under the collective belts of designer Peter Molyneux and his Lionhead Studio team, anticipation and expectation for the sequel were very high. Molyneux himself seems pretty happy with the result, speaking with Xbox World 360 he said; it’s the best, most complete game I've ever worked on. The look is perfect, the interface is fantastic. It's a role-playing game, but where are all the f***ing icons? Aren't you supposed to be cluttering the screen up with mini-maps and the like? Not us. "RPGs are one of the most complex game types there are," added Molyneux. "But for me, the idea of being who I want to be and my character being different to yours, well, I think is one of the coolest genres of game." Not so modest words, but from my early time with Fable 2, accurate words. Expect a full review in time, but for now let’s look at the early hours of Fable 2. CONTINUED on page 2 |
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