IGN's Second Opinion of Fable on E3 2007
I stumbled on this while searching for new Fable stuff:
IGN has looked at fable on this years E3 again and here’s their second impression of the game.
We give more impressions on the game’s allegedly simple-yet-deep combat system.
July 12, 2007 - “If you think about most RPGs,” Peter Molyneux said during his live demonstration of Fable 2 earlier this afternoon, “the combat has never been very good. You’ve got lots of button mashers, and that’s fine, but we want to add something more, something simple, yet more.”
Simple yet more is always a good thing, though before the demonstration really got going, I felt strongly inclined to disagree with Mr. Molyneux’s statement. Sometime button mashing is all you need. Diablo is a perfect example, as is Zelda, though the latter’s gameplay certainly goes deeper than pressing the same button over and over.
While not apparently not apt to button mash, using the same button over and over is something Peter wants to emphasize. For those who haven’t been following our extensive coverage, the X button controls all facets of melee combat–mash it to launch multiple strikes, hold it to block, and hold and release it to do a powerful lunge or swing.
A journalist in the front row–not yours truly, unfortunately–was handed the controller in the middle of the demonstration, which happened to be in the thick of a gang battle. With nothing other than Molyneux’s quick explanation of the combat system as a guide, the nameless journalist parried, mashed, and swung his way to victory with relative ease. The lucky sap even managed to pull off a few killing blows, which involve the player’s avatar pinning a victim to a wall before stabbing him through the stomach, among other cool finishers.
I enjoyed what I saw, though I admit to having very mixed feelings about the combat. First of all, could it be too simple? As many action-RPG fans will attest to, part of the enjoyment factor in any good RPG is pulling off tricky combat maneuvers that simply aren’t feasible for less skilled players to execute. Will the ease of combat cause some of the hardcore crowd to shy away from Fable 2?
Secondly, and this reason is heavily intertwined with the first, ranged and magical attacks will also be tied to their own individual buttons. Will these be simplified to the point of possibly feeling too easy for advanced players to enjoy? Moreover, should every possible action be mapped to one lone button? Will players hold up a bow to block a sword attack?
The answers to these questions will remain unknown for quite some time, as Molyneux confirmed several times that the game is at least a year away from release. Here’s hoping Peter can deliver on this, one of his many infamous promises–make the combat as simple as you want, just make sure it’s deep enough for all players to enjoy.
I stumbled on this while searching for new Fable stuff:
IGN has looked at fable on this years E3 again and here’s their second impression of the game.
I enjoyed what I saw, though I admit to having very mixed feelings about the combat. First of all, could it be too simple? As many action-RPG fans will attest to, part of the enjoyment factor in any good RPG is pulling off tricky combat maneuvers that simply aren’t feasible for less skilled players to execute. Will the ease of combat cause some of the hardcore crowd to shy away from Fable 2?
E3 2007: Fable 2 - A Second Look
We give more impressions on the game’s allegedly simple-yet-deep combat system.
July 12, 2007 - “If you think about most RPGs,” Peter Molyneux said during his live demonstration of Fable 2 earlier this afternoon, “the combat has never been very good. You’ve got lots of button mashers, and that’s fine, but we want to add something more, something simple, yet more.”
Simple yet more is always a good thing, though before the demonstration really got going, I felt strongly inclined to disagree with Mr. Molyneux’s statement. Sometime button mashing is all you need. Diablo is a perfect example, as is Zelda, though the latter’s gameplay certainly goes deeper than pressing the same button over and over.
While not apparently not apt to button mash, using the same button over and over is something Peter wants to emphasize. For those who haven’t been following our extensive coverage, the X button controls all facets of melee combat–mash it to launch multiple strikes, hold it to block, and hold and release it to do a powerful lunge or swing.
A journalist in the front row–not yours truly, unfortunately–was handed the controller in the middle of the demonstration, which happened to be in the thick of a gang battle. With nothing other than Molyneux’s quick explanation of the combat system as a guide, the nameless journalist parried, mashed, and swung his way to victory with relative ease. The lucky sap even managed to pull off a few killing blows, which involve the player’s avatar pinning a victim to a wall before stabbing him through the stomach, among other cool finishers.
I enjoyed what I saw, though I admit to having very mixed feelings about the combat. First of all, could it be too simple? As many action-RPG fans will attest to, part of the enjoyment factor in any good RPG is pulling off tricky combat maneuvers that simply aren’t feasible for less skilled players to execute. Will the ease of combat cause some of the hardcore crowd to shy away from Fable 2?
Secondly, and this reason is heavily intertwined with the first, ranged and magical attacks will also be tied to their own individual buttons. Will these be simplified to the point of possibly feeling too easy for advanced players to enjoy? Moreover, should every possible action be mapped to one lone button? Will players hold up a bow to block a sword attack?
The answers to these questions will remain unknown for quite some time, as Molyneux confirmed several times that the game is at least a year away from release. Here’s hoping Peter can deliver on this, one of his many infamous promises–make the combat as simple as you want, just make sure it’s deep enough for all players to enjoy.