I do, however, have slightly mixed feelings as Legends seems to be making a lot of changes (at least that is my initial impression of the trailer below and the official statement from Lionhead about it).
From what I can tell, it seems
like the core elements that made up the hero in the three main games are being split up into different characters in a party
of four, also it features an option to play as the villain of the story. Now, this
could be a good thing, because by separating the abilities into separate
characters you could potentially really hone each craft - or you could end up
accidentally switching between them all the time and losing control and have
the whole thing become a really big annoyance. The aspect of getting to play
the villain if you choose to is certainly a fresh idea within the franchise,
but I'm not so sure I'm all that excited about the removal of the organic
development towards good or evil determined by your choices. Unless the idea is
that your alignment determines whether you will fight with your party or betray
it (which could actually be a rather interesting thing)...
The sad
part about this announcement, though, is that it doesn't look like Lionhead have any intention of making Fable 4 happen, at least not now. But, I
choose to remain optimistic that one day there will be one, because I would like to see a sequel that truly gets it right. Because while the Fable games are my favourite to play
doesn't mean they are perfect in any way shape or form. Each have their good elements
and their bad, but I believe that if the right elements of each of the three main games were to be combined into one,
we really could wind up with one really spectacular game.
So, while
it's not going to be happening anytime soon, I would like to highlight what was
done right in each respective Fable game and point out what I would
like to see in a fourth one.
The Story
Well,
naturally the story needs to be unique for each game, but I do want to point
out that the first and third game had a stronger story overall. The first
game's story was heavily tied up in the hero's family, which was his main
motivation throughout the game. The third game focused heavily on the necessity
to overthrow the hero's tyrannical ruler of a brother and then finding a
balance between making life better for the people and keeping them safe from
the looming threat from the beyond.
The second
game's story made very little sense in general (buying a magical music box,
sister killed, gathering heroes because some strange woman tells you to,
destroying a spire). It was basically a lot of random elements thrown together
to masquerade as a story. It more excused the gameplay rather than actually
drive it. So, what I would like to see in a fourth instalment is a
character-driven story, whether it is rescue, revenge or some other core
element. It needs to be consistent, make overall sense, and if it involves
family member, the relationship needs to be fleshed out more, either in the
beginning or over the duration of the game. The sister in the second game's
story was pretty much a throw-away character.
Magic
This was an
element I think was perfected already in the first instalment. You had an
assortment of spells that did different things, some dealt damage directly,
with some you could summon helpers, whether it was phantom swords, creatures or
extra arrows, there were shield magic, time manipulation, healing spells. And
you had three buttons that you could deal magic with, plus ways to shift which
set of spells you wanted to deal. Magic was diverse and exciting in the first
game.
In the two
sequels, magic mostly took the backseat to weaponry. It didn't really matter
what spell you chose to put on your one
magic button, because they all dealt the same amount of damage, just looked a
little different. Other magical aspects (like slowing time and summoning
creatures) had been replaced with special potions that you used instead. In the
third game you had the ability to combine spells, but again, that pretty much
did nothing special, so I didn't really see the point to that feature at all.
What I
really would like to see in a fourth instalment is a complete reversal to the
original magic set-up. Bring back the ability to choose between different
spells, and doing more than just direct damage. Magic should feel like actual
magic, not like a mere ranged weapon.
Weaponry
However, I
do like the aspect of 'upgrading'
your weapon through combat. So my proposal is to marry those two concepts with
one another. Let there be different weapons that can be upgraded through your
use of them, but give them different starting values and/or acceleration rates,
which will even out the differences. And I would also like the concept of
augmentation to make a return, but preferably with more of an effect than what
they had in the original game. The only time the augmentation really counted in the original game was when you were
fighting the white balverine and only a weapon with silver augmentation could
actually kill it. Having a more clever set-up with augmentations being
especially helpful or sometimes even downright necessary to take down an enemy
would assure a more diverse use of weaponry within the game, which is what the
developers really are after.
Combat
Having
covered both magic and weapons, I really should give the actual combat a nod as
well. In the original game combat consisted of choices. You could choose not to equip a weapon and go hand to
hand, there was even a specific side quest that was all about fist fighting.
You could choose to equip a melee weapon and do close combat, you could choose
to equip a ranged weapon, or you could choose to use one of the spells you had
acquired.
Hand to
hand combat was eliminated in the two sequels, which I feel is a shame, because
it allowed players to challenge themselves if they wanted to, and considering
how incredibly easy especially the third game got, I think that is a crying
shame. I would really like the option of hand to hand combat to come back in a
fourth instalment.
Difficulty
I've
already said it, but I think the third game was just insultingly easy. The
insulting part being the fact that you couldn't even die in the game. Instead you would faint and then wake up, completely able to continue combat right
then and there. That made you unable to fail anything, which made any effort
you put into the game seem more or less pointless. In the original game you had
to start a quest from the start if you died in the duration of it. This was
something that could be circumvented through the use of resurrection potions
(of which you could carry a total of nine at any time, and you could carry a
great number of food and health potions as well which would help you heal in
the middle of battle). I think this was a much better solution than removing
death completely from a game.
Another
alternative would be to actually develop the game with an adjustable difficulty
setting, allowing fans of varying skills to be able to enjoy the same game
without issues like this one. Maybe let the beginner version of the game
eliminate dying altogether, let the easy to medium settings include death, but
include health and resurrection potions, and then maybe have the hard to expert
settings either set a cap on how many health and/or resurrection potions they
could carry or maybe even eliminate them in total. This would make for a much
more interesting game where players could challenge themselves as they got
better.
Boasting
Speaking of
challenging yourself, something I really
miss from the original game is the concept of boasting. I thought it was brilliant for a hero to stand in front
of a crowd after taking on a quest from the guild and then boast on how they were going to do it. It added challenges to a
quest, and frankly made the business of going on quests much more interesting.
In the
original game you could boast about so many different things, be it going
through a quest without killing, or protecting people from harm, refraining
from using weaponry or damaging magic, refrain from using any kind of armour
(including clothes), refrain from using food or potions to heal yourself... the
possibilities were near endless. It challenged you, earned you rewards if you
managed to comply with your boast, lost you money if you failed to do so. I
really don't understand why they took it out in the following games.
Gender, Sexuality and Family
This is something I feel has been expanded upon and improved as the games have been developed. The focus on the character's sexuality I feel has been done right from the very first game, by allowing the character to marry a man as well as a woman (although you only had one potential male love interest in a town, while you had several female ones), and since you technically could have a spouse in each of the game's main towns, there was also the option to be bisexual.
From the
second game on, you also had the choice to play as a female character if you
wanted. And amusingly enough, as the game also introduced the concept of family,
it also had the option of engaging in both protected and unprotected sex (it
did have the inclusion of sexually transmitted
diseases, but it didn't really have any effect on the character, only
the stats). If you married a character of the opposite sex, you could start a
family, the child even got older once you had gone off to the spire and come
back.
In the
third game your character also had the option of adopting from the orphanage,
which allowed same sex relationships to have children as well, which only made
the family aspect more available regardless of your gameplay choices. I think a
fourth instalment should just continue on the same track as its predecessors,
keep the progress they have made, and if they have any other good ideas, just
add them to what they have.
Wealth, Jobs and Property
In the
original game, the concept of wealth and property was rather limited. Initially
you could only own one house (the specifically chosen marital home) in each of
the towns, and none of the businesses. There were also no real money-making
opportunities to be had except earning money from quests, trading and such.
To gain
wealth in the original game, you had to take advantage of the trading loophole,
which entailed gathering a large sum of items, preferably jewels, then buy and
sell them to the same trader over and over again until you had the sum of money
that you needed (basically if the trader had a lot of an item in stock, they
would sell it to you at a discount, if they had none of it in stock, they would
generally pay you above the item's actual value). This option was discontinued
in the sequels for understandable reasons
If you
wanted to own more houses or businesses in the original game, you either had to
marry the owner of a house or business, then buy it once it got vacant - or you
had to kill the owner, then buy it once it got vacant. However, there was not
really much profit in owning houses and businesses in the original game.
The second
game improved on a lot of this by firstly introducing jobs players could take
(and develop their skills and earnings the more they worked), and also a lot of
options in terms of owning houses and businesses, and rent them out. You could
also choose to set prices and rent according to whether you wanted it to be
cheap, average or expensive. And unlike in the original game where you had to
go to the individual houses to collect the (meagre) rent, it would instead tick
in like clockwork.
The third
game continued this trend, but also introduced the concept of upkeep on the
houses you were renting out, which I felt was so and so. On one hand there's
the realism that things happen and repairs are necessary and it'll cost, but at
the same time it was tedious to go to the map just so you could repair the
houses you owned on a regular basis. I think a fourth instalment really should
figure out some other kind of solution here. I get the realism aspect of it,
but a game is supposed to be fun, not feel like a long list of chores. If they
want to incorporate the aspect of destruction and disrepair, it should be made
into more interesting gameplay than going through a map and clicking on houses
to fix.
Also, I
think the jobs in the third game got a bit too much like guitar hero (pressing the right coloured button at the right time).
I'm not saying the second game necessarily had the right idea either, but it felt
more connected to the actual job you were doing (like holding in a button to
fill up a beer to the right amount, or hitting the little green dot correctly
so you would manage to chop the wood or strike the anvil correctly). The fourth
instalment should focus more on the second game's job implementation than the
third game.
Social Interaction
The
original game had a lot of options in terms of social interaction. You had plenty of expressions you could use. The lazy player had suggestions made
available to them quick and easy, but you also had the option to go into the
menu and choose any expression you wanted. The second game played around a bit
with the menu (making it more of a cloud than a list), but also required you to
put more effort into them (holding down the button to specific point), and also
makes it possible to make less impressive versions of them or downright fail
them. Also, the social reactions to your expressions were individual. Some
would respond positively, others negatively, depending on their individual
preferences.
I feel the
third game streamlined this a bit too much, and also took away the randomness
of the interaction. You got the option to compliment, insult, give money or do
something funny. What you could do would be random, but there was no way to
actually choose specifically what you wanted to do outside those four main
options. At the same time, not all of the third game's treatment of social
interaction was negative.
They
introduced the concept of hand holding, allowing you to more directly get
characters to come with you to other places, which I feel was much better than
the follow and wait expressions in the original game. Also, the one on one
interactions in the third game allowed you to more directly engage with the
other character, among them, but not limited to playing, tickling, embracing,
dancing, and kissing. I just feel it was unnecessary to eliminate more broad
socializing for the sake of the one on one. I think the fourth instalment
should have both, with a more broad selected options for the group socializing
(like the cloud treatment in the second game), and more of a situational-based
one on one.
Appearances and Customisation
Fable has
always allowed you to play around with your characters appearance through
clothes, hairstyles, facial hair and tattoos. Food would contribute to the size
of your character. In the original game your actions also directly affected
your character's looks, as your alignment changed.
In the
second game they added the option of make-up, also any battle losses would give
your character scars. One aspect added to this game that I really didn't
appreciate was how the use of magic left physical markings on your character (you
started glowing in the dark). Dyes were introduced, giving you the option to
customise your hair and clothing, but had not much noticeable effect and the
options were severely limited. Also, while it was possible in the original game
to counter the effects of fatty foods increasing your size with exercise, this
seemed not to be possible in the second game, at least my character never
slimmed down after she got fat.
The third
game was the one I feel really did customisation the best. Not only were dyes
much better implemented, but you could choose very specifically the exact hue
to dye parts of your hair (main colour and highlights) or clothing (main colour
and trim). Scars were still something that could happen (but frankly, I don't
mind that), but thankfully they had removed the glow-in-the-dark effect that
magic use in the previous instalment had.
Frankly, I
think the only thing missing from making customisation ultimate, is customising
the character's individual features when you start a game (which already is a
common feature in games today, and since Fable is all about choices, it really
should follow that specific trend).
The Demon Doors
I love visiting the Demon Doors in Fable,
but I feel they were at their best in the original game. Their challenges were less
straightforward, and some of them required a bit more thinking. Also I think
the doors were more humorously done in the original game, like the brilliant
moment after you have eaten yourself fat to meet the door's required weight
expectation; 'People say inside every fat
person is a thin person trying to get out, but I say outside every thin person is a fat one trying to get in'.
Game saving
As much as
I appreciate the convenience of the autosave, I think it should be left as
optional, and not a mandatory feature. Also I believe the autosave should cover
logical spots, like entering a new location, starting and/or finishing a quest
(whether it's main- or side-quest). A game should not automatically save when you exit the game. Because there can be
many different reasons as to why a player might choose to abruptly end their
gameplay. Something could have gone wrong (one time all my enemies froze up,
which made them very easy to kill, but once I reached the end of the quest, it
wouldn't trigger the end scene and I had to start over, another time I got
trapped floating in mid-air underneath the game surface and I couldn't get out
of it), they might want to be able to replay a specific sequence over and over
again because they especially love it, or some other reason.
I think the
original game had the best system regarding saving. You had natural save points
at the start and finish of quests or specific story moments, but if you wanted
to save outside of that, you had the option of a world save which would save
that specific point in your gameplay, or hero save (which was saving
mid-quest), which would let you keep your character progress, but you would
have to start the beginning of the quest. Also it allowed you to save to
different save files, meaning you could continue playing a game and still be
able to go back and replay a favourite section without affecting your game as a
whole.
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