Another epic RPG comes to the Xbox later this month, when the
hotly anticipated Fable hits the shelves. Headed by
development guru Peter Molyneux, this has got to be one of the
most ambitious titles ever. It doesn’t present many completely
new concepts, but rather it takes all the best concepts from
previous RPGs, expanding them to the greatest extent possible.
Varied experience gains? Got it. Huge interactive world that
reflects your every last action? Check. Detailed personal
relationships with NPCs including wives and kids? Yup. Covers
your entire life in this world? Indeed. Day/Night cycle
followed by all the denizens of the world? It’s there. In
short, though I hate to define a game by comparing it to
others…Fable aims to be Zelda meets Morrowind
meets Harvest Moon. Yeah, it sounds great. I was only
able to play it briefly while at PAX 2004, but it certainly
seemed to live up to its promises.

At
the heart of Fable is the world itself, and the life you lead
in it. Even the smallest thing you do can affect the way this life
unfolds. The way you fight, the quests you complete, every murder,
double cross or good deed, how much time you spend in the
sun…everything has a consequence, so no gameplay experience will be
exactly alike. For example, the gamer at the console before me had
gone on a villager-killing rampage. I assume the demo portion was
early in the game, but already as a result of those actions, the
character had become pale, ala Emperor Palpatine in Return of the
Jedi. The number of choices to be good, evil, or just an average
guy is, by all accounts, mind blowing.
But beware, the people of Fable are keeping track of your
deeds. They’re a lot more friendly toward a world-renowned hero than
an infamous villain. That goodwill carries over into all sorts of
useful things, such as reduced prices from shop owners (of course, a
good threat or two might accomplish the same goal). But the behavior
of these citizens is affected by far more than your reputation. They
play during the day, and return to their homes at night. Shirk from
danger. If you flirt, threaten or even break wind, they’ll all
react. Kill their friends, they’ll remember. There might never be a
game with a world that lives and grows like Fable’s.
But Fable isn’t just a life simulation, but a life simulation
based in a danger-ridden fantasy world. You’ll find yourself in
mortal combat with a variety of foes, from bandits to demons. Combat
is simple but fun, including melee attacks, ranged attacks and
magic. In my particular experience, I was faced with a pixie-like
creature that flitted about, which I was only able to damage when it
stopped to drop off axe-wielding imps. I had to fight off the
creatures on the ground with sword attacks, finished off with
special “flourish” moves, then quickly switch to my bow, lock on to
aim and shoot the pixie while it was vulnerable. Considering I had
only played about ninety seconds, this was all fairly intuitive,
easy to figure out and execute. The combat in Fable holds
promise, if the options available to you increase as you progress in
the game.
Will Fable be the RPG masterpiece it’s purported to be? Or
just hype? I can’t honestly say, from merely reading details and
playing for a few minutes in a crowded room. But everything seems to
be on the right track, and I’ll definitely be watching this title
when it comes out. I recommend you do too.
--------------------
Big Blue
Box Studios is making you a promise. That’s right, you, you
sweaty palmed, zit faced slave to the cathode ray tube and the
virtual opiate fantasylands it slyly offers you in place of
physical interaction and the existential principle of being
as a function of acting. They’re talking to you.
And what are they swearing, silvery, honeyed tongues dripping
the Hollywood-glitter promises of the seasoned marketplace
vendor to the first likely mark espied in passing? This
year’s model: VR as an even closer mirror to the
reality you bartered for the dream world they proffer.
Alchemy as misunderstood by the masses: lead into gold.
Fool’s gold.

The hype: an
epic RPG. One of the biggest and most ambitious console games
released to date. You take on the role of a hero (naturally; who’d
want to live…I mean, play as a dateless nonentity running
from their social failures by locking themselves in their “parents:
off limits” sanctum sanctorum of a room, blasting raucous melodies
of empowerment and rage while delving into the flickering lights of
the virtual mother, the modern religion, the personal-yet-shared
pusher the idiot box (or computer screen) has come to represent to a
directionless post-millennial generation?). Which path you choose
(you, the hero, for the adulation of all the microdots and strings
of binary code) will determine the person you become (a fitting life
metaphor, encased in this Matrix-style substitute for living;
the Buddhist samsara, life as illusion). The slightest decision,
the most insignificant choice can effect a radical change in the
direction you will ultimately go (chaos theory in summation, the
butterfly’s wings effecting tidal waves and continental shifts).
The first time through, you may want to play at being hero, the
next; you may choose to walk the path of villainy. This offers a
great deal of replay (and role-play) value. Fable as life.
A metaphor for existence, encased in illusion and strings of code.
You return
again and again to the same point, ever spiraling outwards. The
Hero’s Guild is your locus, your focal point, where you must venture
and return to receive new missions, and thereby earn experience and
money. Said missions may be for good of the community (offering
your services for the benefit of a village); others, for evil
(working with the bandits to raid these very villages you once aided
– government and authority, as explored in microcosm). Shades of
Ecclesiastes: before heading out on the mission you choose, you can
exercise your ego in vainglorious boasting (which somehow earns you
extra money and experience, while simultaneously making said mission
more difficult). Should you choose to ‘pray as the heathen do’, so
to speak, to your own personal glory among your fellowmen, you’d
best have the skills to pay the bills. Failure to complete such a
mission successfully will lower your status with the townspeople,
resulting in derision and shame. Choosing to perform a heroic
mission will result in cheers from the crowd, with the ultimate ego
boost not far behind - some villagers may decide they look up to you
so much as to adopt your own look and demeanor (the fan club, the
lure of birthing children). Deciding on a more nefarious endeavor
(or losing face as mentioned above) wins you nothing but taunts and
jeers.
This virtual
playground, much like those outside your self-imposed exile in a
personalized four–walled “safe zone”, is interactive. You’ll soon
discover that you may not be the only hero in the land, the only kid
on the block, the only game in town. Other would-be heroes (whether
fellow physical presences journeying into the virtual wastelands
alongside yourself, or the virtually generated sort) may well take
part in the very mission that so caught your eye and inflamed your
spirit. So if you don’t complete that mission before your rivals
do, you lose out on the fame and fortune (a metaphor for the singles
scene, if there ever was one).

Much as in
real life, you acquire new skills by learning from others. Fable
offers you the chance to learn such important life abilities as rude
gestures and belching (no, I’m not kidding). Once mastered, you can
perform these necessities at any point in the game by assigning them
to your D-pad.
Magic(k), to
paraphrase Crowley, is the art (or science) of causing change to
occur in conformity to (the application of) will. In
acknowledgment of this axiom, the designers of the Fable
“idea space” paradigm have labeled the acquisition and use of
magic(k) as that of “Will”. In a moralistic nod of the hat to
Dorian Grey, each usage of “Will” results in the instantaneous aging
of your character (the degree of aging relative to the “strength” of
the spell in question). Should the intrepid dare to do so, there
will be over 20 such applications of “Will” available for usage in
the course of the Fable experience.
More
applications of incidental details in the interest of approximating
“realism”: a scar received during combat may become permanent (or
longstanding) depending on the severity of the wound. Clothes
contribute to and influence others’ perception of you. Even
something so basic as the time of day can affect your character’s
appearance: venturing out during the daylight hours may result in a
healthy golden glow, while restricting your activities to the
moonlit shade will leave you with that pasty gothic look.
On the
flipside of all this neo-realism, the ironically named “real-time
combat” is performed not with sweat, blood, and sore knuckles, but
at the mere push of a button. That single button can also (quite
magically, it seems) effect a variety of moves, depending on the
number of times you press it or how hard - no training, effort,
skill or bruising involved.
One amusing
application of the
hominid-as-distinguished-by-his-capacity-to-make-tools
evolutionary theorem is how Fable allows literally anything
and everything to be forged into a weapon. Just a visit or two to
your local blacksmith for an upgrade, and you may have yourself the
world’s deadliest frying pan. Makes you wonder what could be done
with a cigarette lighter…

Up to four
people will be able to take part in the world of Fable. That
said only one person gets to play hero - all other players get stuck
as the sidekicks. But before your little circle of friends turns
heel and runs, dangle this American-style carrot in front of their
noses: with a touch of a button (and some “hard work and ingenuity”,
as the fable goes), these roles can be reversed, and the underdog
can come up on top (and the guy in the mailroom can
become CEO, and you can build yourself a tower to the heavens
from nothing at all, and all those other myths and lures of the
American Oneiric). The reality of the situation (as most
intelligent persons know all too well) is rather more cynical, of
course: players can’t actually achieve such lofty
goals and dreams, but they can import their own
character from their own Fable game (yes!
Another marketing triumph! Why sell one game to share, when
you can sell four, by creating a little competition?).
Which, with a little spin doctoring, can sound like the same thing
to the unwashed masses that never learned the fine art of reading
between the lines.
Fable
is expected to be released on the Xbox early next year. These
philosophical musings on the absurdity of vicarious existence
through virtual reality are yours to mull over, till then.
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