Most games from Lionhead Studios, especially games involving Peter Molyneaux, remind me of an old political cartoon from the Clinton presidency. On the left, Clinton is seated before sheet music labeled “Promises” with his saxophone, a skein of notes visibly emerging from it. On the right, he’s seated before sheet music labeled “Delivery”, this time playing a kazoo.
And indeed, Lionhead has once again brought me way more sizzle than steak with their release of Fable II, the game Molyneaux swore up and down would blow Fable away.
On that point, he’s right. Fable II does blow Fable away. It has a whole new generation’s worth of graphical processing power to play with, a metric ton of mini games and several new characters inhabiting a storyline that will encompass decades in a world that will change visibly with every decision you make.
The only problem, of course, is that while Molyneux and company were building this massive world, they forgot that video games are supposed to have this thing called PLOT.
On the surface, Fable II looks to have plot in abundance, with you playing as a hero of legend who doesn’t know it yet gone in search of various other heroes of legend. They will in turn lend their powers to make you a kind of SUPER hero of legend. And once you have become this magnificent figure you will then go out and defeat the villain who killed your sister about ten years prior.
Said villain, meanwhile, is visibly trying to rebuild the Death Star. You think I’m kidding there, but I’m really not–Fable II’s big bad is out to rebuild a gigantic spire-like facility (okay, so it’s not the same SHAPE.) that has mystical powers sufficient to reshape the world according to his own twisted whims. He’s stocked said facility with a seemingly infinite number of identically dressed lesser baddies (if they were wearing white I’d swear they were stormtroopers), some of which you’ll have to fight for a few minutes.
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