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From Molyneux's Mouth Article
Quoted From NowGamer
Origional Article http://xbox-360.nowgamer.com/previews/xbox-360/899/fable-iii?o=0#listing
Rough and ready Fable III info, straight from the mouth of Molyneux at last night's X10...
What follows is our experience of Fable III (hands-off), which Peter Molyneux demoed to us at X10 in San Francisco.
Much has been touted about the game allowing its players to take on the role of king – or queen – a tack offered with only the smallest of nods to those who took ownership of every building in Albion in Fable II. According to Molyneux, Fable III is about power, and feeling that power in a very real way. Around halfway into the game, you’ll conquer the oppressive overlord of this kingdom (I think they said Logan was his name, but this preview is rough and ready from the conference, so for the time being, Logan it is) and become the ruler of Albion yourself.
At this point, you’ll take the experiences you've had of this awful, industrialised world that sees children working in factories and people starving to decide how you will change things. He says early on that Lionhead is gravitating towards more of the dog-in-Fable-II-like character interactions, as he believed this was among the better features in Fable II.
Touch is a brand new mechanic and is initiated using the right trigger. It’s the natural progression of all the NPC interaction. Molyneux says it's directly inspired by Ico - he mentioned that holding Yorda's hand and pulling her through the world is the most magical aspect of that game – and it's a type of intimacy he wants to bring to the Fable universe. It differs depending on who you are dealing with. Molyneux shows two examples designed to give an overview of how a good or bad attitude is reflected by Touch. In one, the main character talks to his wife, who fears that their daughter may have begun working at one of the factories in Bowerstone.
He heads over to his daughter and shows how the mechanic works - you can tell her off, or hug her and assure her that it's all going to be okay. After, he holds the daughter's hand to bring her home, along the way he wanders near a pub. The daughter mentions how you'd promised mum you wouldn't go to there. Clearly, with Touch, there's a lot of contextual dialogue and interactions.
Once the child is returned, the wife is relieved. Molyneux mentions all character interactions (like ones where you'd, say, get fleshy with the missus) are based around Touch. Molyneux points out it's 'not a gimmick'. In the other example, the character holds hands with a homeless beggar, who you’re going to buy him a meal. Instead, he sells him to the local factory. You can be a *******, basically. And when you're king, you can throw people in the dungeon using Touch when they don't pay their taxes. It's may be tailor-made for Natal in concept, you’re no doubt thinking, but Molyneux was coy as to whether it'd feature in the game at all.
Molyneux wants to tell an epic story whose first half involves a revolution to overthrow the king and the second changing the world yourself - feeling the power. Will you stop starvation, or keep gold for yourself? The game remains an action-adventure/RPG however, never shifting inexplicably into an RTS a la Brutal Legend.
It looks extremely similar to Fable II in engine terms - it's really just the art direction that's changed. Albion feels like the same world as it did before, only ravaged by time and technological progress. He mentions Dickens and how Albion is now the kind of world depicted by Oliver Twist. There are factories everywhere, whistles going off, boats in the harbour and so on – it’s all just as as inventive as Fable II's environments, only darker. The breadcrumb trail system is still intact in this build.
Finally, here’s a quick blast of other facts we picked up during Molyneux’s presentation:
- You can manufacture and trade weapons. They keep your name attached and can be sold online. Molyneux says Lionhead is 'bored' of making weapons for the player. Perhaps we should build the town, cities, characters and stories too? Save him a job.
- No HUD. Health system works like an FPS, screen going black and white before colour restoring seconds later.
-Dungeons are now huge, sprawling environs rather than corridors. The one we saw was beautiful.
- Weapons become blunt or sharp depending on who you fight. Your character's physique changes depending on weapon choices, too - heavy weapon users become muscular, magic makes you look weird and so on. Molyneux says it's inspired by the negative reactions of female players when their character became huge as the game progressed. Designed to help trim away 2D static RPG elements, which are being scaled back in Fable III. No experience orbs.
- Characters ask you to make promises in early part of game if you became king - when you become king, choose whether to make good on them or not. Molyneux calls this the Judgment system.
- You can import save files from Fable II, which will make minor, not major changes to game.
And those are all the facts!
Quoted From NowGamer
Origional Article http://xbox-360.nowgamer.com/previews/xbox-360/899/fable-iii?o=0#listing
Rough and ready Fable III info, straight from the mouth of Molyneux at last night's X10...
What follows is our experience of Fable III (hands-off), which Peter Molyneux demoed to us at X10 in San Francisco.
Much has been touted about the game allowing its players to take on the role of king – or queen – a tack offered with only the smallest of nods to those who took ownership of every building in Albion in Fable II. According to Molyneux, Fable III is about power, and feeling that power in a very real way. Around halfway into the game, you’ll conquer the oppressive overlord of this kingdom (I think they said Logan was his name, but this preview is rough and ready from the conference, so for the time being, Logan it is) and become the ruler of Albion yourself.
At this point, you’ll take the experiences you've had of this awful, industrialised world that sees children working in factories and people starving to decide how you will change things. He says early on that Lionhead is gravitating towards more of the dog-in-Fable-II-like character interactions, as he believed this was among the better features in Fable II.
Touch is a brand new mechanic and is initiated using the right trigger. It’s the natural progression of all the NPC interaction. Molyneux says it's directly inspired by Ico - he mentioned that holding Yorda's hand and pulling her through the world is the most magical aspect of that game – and it's a type of intimacy he wants to bring to the Fable universe. It differs depending on who you are dealing with. Molyneux shows two examples designed to give an overview of how a good or bad attitude is reflected by Touch. In one, the main character talks to his wife, who fears that their daughter may have begun working at one of the factories in Bowerstone.
He heads over to his daughter and shows how the mechanic works - you can tell her off, or hug her and assure her that it's all going to be okay. After, he holds the daughter's hand to bring her home, along the way he wanders near a pub. The daughter mentions how you'd promised mum you wouldn't go to there. Clearly, with Touch, there's a lot of contextual dialogue and interactions.
Once the child is returned, the wife is relieved. Molyneux mentions all character interactions (like ones where you'd, say, get fleshy with the missus) are based around Touch. Molyneux points out it's 'not a gimmick'. In the other example, the character holds hands with a homeless beggar, who you’re going to buy him a meal. Instead, he sells him to the local factory. You can be a *******, basically. And when you're king, you can throw people in the dungeon using Touch when they don't pay their taxes. It's may be tailor-made for Natal in concept, you’re no doubt thinking, but Molyneux was coy as to whether it'd feature in the game at all.
Molyneux wants to tell an epic story whose first half involves a revolution to overthrow the king and the second changing the world yourself - feeling the power. Will you stop starvation, or keep gold for yourself? The game remains an action-adventure/RPG however, never shifting inexplicably into an RTS a la Brutal Legend.
It looks extremely similar to Fable II in engine terms - it's really just the art direction that's changed. Albion feels like the same world as it did before, only ravaged by time and technological progress. He mentions Dickens and how Albion is now the kind of world depicted by Oliver Twist. There are factories everywhere, whistles going off, boats in the harbour and so on – it’s all just as as inventive as Fable II's environments, only darker. The breadcrumb trail system is still intact in this build.
Finally, here’s a quick blast of other facts we picked up during Molyneux’s presentation:
- You can manufacture and trade weapons. They keep your name attached and can be sold online. Molyneux says Lionhead is 'bored' of making weapons for the player. Perhaps we should build the town, cities, characters and stories too? Save him a job.
- No HUD. Health system works like an FPS, screen going black and white before colour restoring seconds later.
-Dungeons are now huge, sprawling environs rather than corridors. The one we saw was beautiful.
- Weapons become blunt or sharp depending on who you fight. Your character's physique changes depending on weapon choices, too - heavy weapon users become muscular, magic makes you look weird and so on. Molyneux says it's inspired by the negative reactions of female players when their character became huge as the game progressed. Designed to help trim away 2D static RPG elements, which are being scaled back in Fable III. No experience orbs.
- Characters ask you to make promises in early part of game if you became king - when you become king, choose whether to make good on them or not. Molyneux calls this the Judgment system.
- You can import save files from Fable II, which will make minor, not major changes to game.
And those are all the facts!