Fable 2/3 Setting, Mood, Graphics.
I dont know about any of you, but when the Harry Potter series got to be a little bit darker, and a little more mysterious, it became just a little bit better. I'm hoping that this will be the same situation for Fable III. All the concept art of these dark, haunting, and twisted forests made me think of how cool it would be. The robinhoodesque feeling of a setting provoked emotion. This happened just in a way i didnt want it to during Fable II, the spring half of the game was completely fantastic, it was a more inspiring mood to be in when playing fable, but the second you come back from the spire, it gets boring and turns to Fall.
a little variety Lionhead...i mean... Brightwood and Bower Lake are just copies of Greatwood, and Wraithmarsh if just a swampy Darkwood. No weather conditions, no color differences. In fact, there are almost no green tree's in the second half of the game at all!
If you go the Temple of Light in Oakfield there is a tiny forest right before you go up the pathway, its one of my favorite places in the entire game (for some reason?) THAT is how a forest in Fable III should be, a sandbox game, not an action game with multiple pathways.
Right before dungeons, forests in an RPG are the most important part of the gaming experience for me, nobody goes on main quests that take you into the middle of a Town square, unless a character is tellling you something. All the real action takes place in these two places (forests and dungeons) Lionhead, please improve on these concepts, your concept art was a winner, but not only did you reffure too much on the Fable I forest concept, you practicaly copied it.
Thoughts? How did you like these two settings in Fable II, A little too much, not enough, or juuust right?
From what i've read in other forums, the dungeons were a let down, seeign they all have the same architecture.
I dont know about any of you, but when the Harry Potter series got to be a little bit darker, and a little more mysterious, it became just a little bit better. I'm hoping that this will be the same situation for Fable III. All the concept art of these dark, haunting, and twisted forests made me think of how cool it would be. The robinhoodesque feeling of a setting provoked emotion. This happened just in a way i didnt want it to during Fable II, the spring half of the game was completely fantastic, it was a more inspiring mood to be in when playing fable, but the second you come back from the spire, it gets boring and turns to Fall.
a little variety Lionhead...i mean... Brightwood and Bower Lake are just copies of Greatwood, and Wraithmarsh if just a swampy Darkwood. No weather conditions, no color differences. In fact, there are almost no green tree's in the second half of the game at all!
If you go the Temple of Light in Oakfield there is a tiny forest right before you go up the pathway, its one of my favorite places in the entire game (for some reason?) THAT is how a forest in Fable III should be, a sandbox game, not an action game with multiple pathways.
Right before dungeons, forests in an RPG are the most important part of the gaming experience for me, nobody goes on main quests that take you into the middle of a Town square, unless a character is tellling you something. All the real action takes place in these two places (forests and dungeons) Lionhead, please improve on these concepts, your concept art was a winner, but not only did you reffure too much on the Fable I forest concept, you practicaly copied it.
Thoughts? How did you like these two settings in Fable II, A little too much, not enough, or juuust right?
From what i've read in other forums, the dungeons were a let down, seeign they all have the same architecture.


