
Back when Microsoft was still the new kid in console gaming, trying to muscle their way in with a controller large enough to crack coconuts, they tasked Peter Molyneux and Lionhead studios with making an exclusive game that would bring players running to their new system. While far from a terrible game, the first Fable is undoubtedly most remembered for the endless string of promises from its designer and its failure to live up to them. Perhaps then, it's quite fitting that Fable III, more than anything else, is a game about promising more than you can handle, and trying to put your money where your mouth is once your allies come to collect.
The latest sequel puts you in the role of the son or daughter of your character from the second game (assuming your character in the first game was male, good, and bought every bit of real estate in the game to become king). After a demonstration against the monarchy goes horribly awry, you're forced to recognize that your elder brother has become a tyrannical king, and set out to lead a revolution against him. I won't say more to the matter, as there are some solid plot twists in the game and sadly, there are more than enough spoilers for the game in the reviews already out there.
The original game used the tag line "with every choice, a consequence" and while moral alignment systems are hardly the novelty they were back then, its still something of an experimental mechanic. Where Fable III gets it right, is in the consequence. Your choices have a considerable effect on the world, its people, yourself, reactions, though probably not as much to the story as it should. The choice aspect, on the other hand, still needs some work. Perhaps most interesting, Fable III presents you with one of the most morally grey conundrums gaming has seen in a while, but sadly, its made far less interesting as the game still clings to black and white options, labeling to an almost absurd, "angel on one shoulder, devil on the other" level.
Much of the problem is that the game in many ways, wants to be a playground where you're free to do whatever you like at your leisure, but that freedom keeps the choices in the game from being as difficult as they need to be. Often, the difficult choices are a matter of resources, which are made irrelevant by the ability to take all the time you want to gather more. Sure the game tells me we have only days to accomplish something or take the "evil" shortcut, but the game world exists outside the timeline of the story. In a single "day" of the story, I was able to get my wife pregnant, have a daughter, and see her learn to walk, talk, and demand presents. Still, the game does put solid pressure on the player regardless and being "good" is actually about more than being a smiling bobblehead.
The playground itself suffers from much of the same problems that have dogged the series since the original. There's a ton of things you can do, but there's little motivation to do so. The citizens, while entertaining (the beggers have terrific dialog), are all sort of a single, generic mass, and there's little to make want to get to know them better. It's a shame too, as several points in the game require you get followers, but you do so mostly by helping 1 or 2 people with sidequests. The sidequests themselves are interesting and rewarding enough on their own, so these bits would have been the perfect opportunity to encourage social behavior. What better way to start a revolution than by riling up a drunken mob at the local tavern?
Complaints about the morality system aside, Fable III is still a fun, unique game that does quite a bit well. Combat continues to let you develop your own playstyle with a mix of sword, guns, and magic with enemies that do a pretty good job of reacting to a particular tactic. It's never particularly hard, but the AI is quick to block sword strikes and will retreat out of harms way when charging up an unblockable flourish. Enemies are perhaps a little too weak to magic, particularly when it comes to the Vortex spell, which can incapacitate large crowds with relative ease. Overall though, its a simple, fun system that remains enjoyable throughout the adventure.
If you enjoyed Fable II, its sequel proves to be a similar experience with far more interesting choices and consequences. If you're new to the series though, I would say Fable II is probably the more approachable, universal game in the franchise. Fable III remains solid, engaging hack and slash adventure, whose most glaring fault is giving you a glimpse of a morality game that really challenges your convictions, but lacks the conviction of its own to really put you to the test. Even with its faults, I thoroughly enjoyed my return to the Kingdom Albion and look forward to what else Lionhead has in store.












What truly matters in any MMO, however, is the community it attracts and the people that inhabit its world. This, more than anything is what kept me enthralled with the game and not for guilds or raids or any other group activity, but through the boundless creativity of the community. NCSoft created a massive sandbox of powers, costumes, and adversaries where magic and science, Batman and Superman could all coexist, and the players drawn to it were just the kind of people looking to create an endless series of unique persona. Even outside the roleplaying community, you'll find every pick up group to be full of off the wall character designs complete with 2-3 paragraph biographies explaining their origins. More often than not they're simply itching for you to compliment them, and eager to fill you in on all the ideas they have for their hero or villain. In classic noir fashion, this city is one where everyone has a story to tell, and long after I had created dozens of characters and run every mission I could find, I'd continue to play just to hear what crazy dream the game would inspire next.





