Evan
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Fable 3 at X10: Molyneux walks us through a return to Albion
"President Obama and Ico are two of the major influences we have to thank for Fable 3," Peter Molyneux said at X10. "The former inspired a unique gameplay plot that puts the player in the shoes of a rebel-turned-ruler; the latter puts the power of touch directly in your character's hand."
In Fable 3, players start out as a lowly teenager in Bowerstone, ruled by a tyrannical overlord from a looming castle. Everything is grimier and slightly more industrial-looking than the Middle Ages-flavored Albion of Fable 2. Giant factories produce smoke and a hostile living situation where children as young as five years old are kidnapped off the streets and forced into harsh labor. Clearly, the people of Albion aren't happy about their leadership and that's where you come in.
Using social interaction and your mad skills in melee, ranged, and magical combat, the player amasses an army of followers that eventually storm the castle and overthrow the ruling monarch. Normally, that'd be the end of the adventure game -- but in Fable 3, this is only about halfway through the story. The rest of the game centers around how you as the player will fulfill all of the promises and hopes pinned upon you during the first half of the game when you finally become King or Queen of Albion.
That's about as far into the story as Molyneux was willing to take us without revealing any other major spoilers (besides the part where you become the ruler of the land). Based on changes to gameplay and the new social interaction system he demonstrated, though, we can kind of piece together the rest.
Touch plays a big part in Fable 3. As in the PlayStation 2 hit puzzle adventure Ico, players are now able to physically interact with other non-playable character and do things like lead them around by the hand. The physical interaction you experience with NPCs is based entirely on the context of the action. For example, if you're just meeting a friendly new character, you might shake hands; if you're greeting your child on the street, you might pick them up and hug them. While in contact with an NPC -- say, leading your daughter through the streets by her hand on the way home -- the NPC will react to things your character does. Try to lead her into a pub and she'll drag back on your hand, saying "That's the place that mummy doesn't want you to go to." Similarly, you might try and lead a street bum to the factory and he'll drag back on your character's hand, begging and pleading not to be put to work.
This contextual social interaction replaces the cumbersome wheel system from Fable 2. You'll still get directional-pad prompts for positive or negative interactions -- and for interacting with your dog -- but other than that, you have to depend on the verbal and visual communication other characters give you to know if you should expect a kiss or a slap.
Speaking of kissing or slapping, yes, you can be a polygamist in Fable 3, if you pass a law that allows it. Here, Molyneux referenced the six wives of English King Henry VIII; he didn't want to be married to Catherine of Aragon anymore, so he made up his own religion, divorced her, and married someone else. Just so in Fable 3, you get to make these kinds of decisions. But whatever you decide might impact your ability to run your country.
For example, Molyneux described a gameplay situation in which an NPC might make your character promise to abolish child labor when you become leader. You agree -- even sign a document to that effect -- then get into power and realize that if you lose all the child laborers, you won't be able to keep your other promise about feeding all the starving people in Bowerstone. It's a gigantic trade-off situation.
Luckily, you won't be alone in all of this. In addition to whatever spouse you elevate to royalty and whatever children you spawn, you also have your faithful dog along for the ride -- and your co-op partner, should you choose to invite one. Instead of being totally glued to you like in Fable 2, your Fable 3 co-op buddy is a full hero in their own right with their own dog, and they can go off by themselves in your world to adventure and earn money while you do something else.
Quick note about the dogs: don't let them near rabbits. Molyneux said they would run off to chase a rabbit no matter what you might be doing at the time.
The other big, big change in Fable 3 is the leveling system. Instead of pumping experience points into Strength, Skill or Will categories, your "level" depends on your weapon. The more you use it, the more it changes in appearance: a sword might get bigger if you perform longer combos with it; it changes color depending on whether or not you kill guilty or innocent people; and your combat options evolve as your weapon morphs to reflect what you've been doing. You also get special finishing moves for different types of combat.
Molyneux ended our quick look at Fable 3 with a gameplay video. Lots of things looked familiar to us, but bigger and more vivid. An obviously-evil character glowed red all over his body; an obviously-good character sprouted angel wings during a finishing combo; and all-in-all the world just looked bigger and more open than what we remember in Fable 2.