LYCOS RETRIEVER
Fable: Hero
built 653 days ago
Fortunately for everyone, Fable delivers on all counts. The story is simple, but sucks you in right away. As a young boy, bandits raid your village, burning it to the ground and killing just about everyone in sight. They torture your mother and sister, attempting to discover your whereabouts, and when they fail, they take what's left of your family with them. If that doesn't stir your revenge gene, not much will. As you're heaving your guts out (in a vibrant, though somewhat nauseating cut-scene), a mysterious man comes to take you away to the Hero's Guild, where you are to be trained in the Heroic arts: swordplay, archery, and magic.
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In Fable, every action determines your skill, appearance, and reputation. From childhood to death, you'll age and evolve a hero or villain through the actions you choose and the path you follow--be it good, evil, or in between. Your muscles expand with each feat of strength; your body becomes fatter with gluttony; your skin tans with exposure to sunlight; and your battle wounds turn into scars. Competitive and cooperative heroes, deadly creatures, dynamic weather systems, and deformable environments all exist in the ever-changing land of Fable.
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Fable both soars and sinks. It's wondrous and wearisome, a great step forward in the development of heroes in RPGs and a tremendous stumble over its own two feet. And in the rising and falling, it finds itself. [Oct 2004, p.88]
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There are two main modes of combat in Fable: melee and magic. The Hero can equip any number of weapons, from swords to axes, and a variety of spells to either harm or help. What the hero wears ... determines how people interact with them. Bright, saintly armor tends to make townspeople more willing to talk, while carrying a large axe and blood-red, darkened armor, might cause them to be more apprehensive.
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The idea of building a Hero that is dynamically affected by his environment and his actions is a great concept for an RPG and it’s the best implemented feature in Fable. But backing that up with unfulfilling combat and a weak story really took the wind out of the sails.
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[I]t's this interaction that sets Fable apart from heavily-scripted RPGs where NPCs go about their pre-programmed routines and barely stop to give the player pause. Fable 'ad-libs', allowing the player's choices to alter how the NPCs see the player's Hero, and the overall effect is unique and astounding.
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