Review: Fable: The Journey
What better way to reinvent a gaming franchise than taking away the controller? It’s a risky proposition to turn one of the most successful Xbox franchises into a Kinect-only title, but that’s exactly what’s been done with Fable. Instead of producing a family-friendly mini-game based game, however, Https://golfselect.Com.au Lionhead Studios have created a full-blown adventure that manages to rival the main canon in scope. Not only is Fable: The Journey an evolution of the series, but a crucial experiment to see if Kinect can manage to produce a story-driven experience with nothing but the player’s body.
Whether you like him or not, Peter Molyneux is a man that’s in a perpetual state of dissatisfaction with the status quo of the industry, and that’s really what makes his career so incredibly fascinating.
Besides combat and travel, there are plenty of other motion-based opportunities throughout Albion. Activities like corralling chickens, lighting lanterns and moving obstacles may seem mundane, but serve to enrich the experience, making sure there’s always a fresh task to keep players interested. Most of these secondary actions have their own unique movements to avoid redundancies. Not content to let your arms have all the fun, there will be times where multiple paths can be selected from by bending your torso left or right. With all the different movements, it’s clear Lionhead was content on utilizing the full potential of motion-control.
There were many secrets to discover in Albion, which was necessary to pad out the game. The main story campaign was short by RPG standards, so having optional side quests and secrets added value to the title. Demon doors would have treasures such as legendary weapons if you could solve the riddle to open them and there were many silver keys scattered across the land they were needed to open silver treasure boxes. They may have have fixed this in the subsequent reissues of Fable, but in the original Xbox version there was a glitch to get unlimited silver keys. This worked by getting a key, doing a hero save but not a world save and then load the file. The character will have the key in their inventory and the key will be waiting to be collected in its original spot.
Peter Molyneux’s role in the gaming industry has been one of the longest in the industry’s history, with his first game, The Entrepreneur , being released in 1984. The Entrepreneur , despite Molyneux’s enthusiasm toward it, was a mass commercial failure, said to have sold only two copies (one of which rumored to be from his own mother). After the game’s brutal release, Molyneux left the industry for the next three years, until he teamed up with Les Edgar to begin the game development company Bullfrog Productions. Though the company released a scrolling shooter named Fusion a year before, 1989 marked the release of Populous , Molyneux’s claim to fame and what is arguably the very first “god game.” Populous was a commercial success, becoming the best-selling game from the company and becoming the progenitor for future strategy games of its kind. Further Bullfrog games like Dungeon Keeper followed in Populous’ wake until Molyneux created Lionhead Studios to produce other god games like Black and White . Molyneux steadily continued experimenting with new ways to play with Fable on Xbox and use of Microsoft’s Kinect peripheral (with the tech demo Milo ). Currently with 22 Cans Studios, Molyneux is developing a “spiritual successor” to his game Populous called Godus , which met funding goals on Kickstarter in 2012.
Choosing to be good or evil was usually straightforward. Several of the main quests had an optional way to end them depending on the outcome, typically spare the foe for good points and kill them for evil. There were a couple quests where there were two available quests but they were the same event, the choice was just to determine what side the player was on which actually was a cool way of making it feel like you were choosing a side. A more fun way to rack up the evil points was to just go on a Grand Theft Auto style rampage in town and kill a bunch of guards and civilians, but again no killing children since they take away your weapons in the towns with kids. This can actually cause some problems, since you may want to go to town but end up having a massive bounty in several towns that doesn’t expire for a few days.
With a sprawling, graphically intense world part of a near fifteen-hour campaign, Fable: The Journey breaks any conceptions of what a Kinect title can be. It’s not demo material or a novelty release, but an uncompromising adventure game that weaves an engrossing story while utilizing the full potential of motion control. It doesn’t always work flawlessly, but the sheer ambition alone makes it a must-own for Fable and Kinect fans alike.
While Molyneux has certainly made this attitude a recurring (and expected) one, many of the creative ideas from him are the ones that never saw the light of day. Personally, I’m of the small camp who believe the Kinect/Natal demo Milo was an interesting idea that deserved to be investigated upon further ; maybe not with Kinect, but with the idea of simply talking to a person and developing a social relationship with them over time, similar to how you build the foundation of a city into a giant metropolis. Molyneux’s Milo project became one of the most iconic figures of the early years of Kinect, but the project was never realized, Kinect functionality or not. And quite frankly, Milo remained one of the more interesting Kinect projects. Considering the widespread disapproval of Kinect, one of the few good things to come out of it was the potential of a game like Milo . Molyneux was trying to make something cool out of something massively disliked: Milo out of Kinect.