Keeping promises is tough, especially when you're dealing with a fickle group of video game players. Director Peter Molyneaux has the ideas; there are just times when the technology isn't there to match them. Fable was promised to be so much more, yet when you're done with this 10+ hour adventure, you'll never realize things that were promised were missing.
The core mechanic, choosing which path to follow as you live out an adventurer's life, is the basis for Fable. It's what the game started to be, and it's still what it has become. Compared to other titles that follow this same mode, Fable allows for extensive freedom, to be the character you want to be. There's little holding you back other than the mission structure.
That sends players around the games gorgeous and fully realized world, performing (or not) various deeds. Certain ones allow the player to choose which side to be on, others unfortunately force the player into doing something else. It's impossible to play through without performing at least one deed for the other side. That one will hardly make a difference as your character evolves with both a personality and noticeable body changes. People will either cheer you on or duck and run depending on your choices. This is a small, noticeable, and fun inclusion, and one that really sets the game apart.
Combat, at least on the surface, is simplistic. It's not deeper than any standard beat-em-up. A few three-hit combos late in the game and it's enough to take down just about anyone. It's enough to turn off those looking for a deep, involving RPG experience initially.
Under the surface is where things start to happen, with an evolving magic system, strengthening, and other increased attributes. Leveling up is sometimes annoying, as you're required to visit the sole place in the entire game that lets you do so, and loading times are aggravating (a major missed promise from Molyneaux early on).







Article comments
1 - Marty Dodge
10+ hours is a little short for an adventure is it not?
2 - Matt Paprocki
I don't feel so, no. I've always thought 10 hours is a bit much, actually. After growing up in the NES era where games were a half hour, 10 hours is an epic. It's more incentive to play through it again as the other side. If the game was 50 hours, it's tough to make that commitment again. This lets you experience the game twice, defintiely picking up on things you missed, not to mention a little more if you sit through the credits.