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[PREVIEW] Spaziogames Preview Fable III

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hobbes_pwn

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[PREVIEW] Spaziogames Preview Fable III


Spazio Games (Translated) said:
Trying to summarize in a few steps the plot of most RPGs out the origins of the genre today, the result would be mostly the following: Create a character and you find yourself thrown headlong into a hostile world, to accumulate experience and growth factors to obtain a reward, whether for revenge or a particular goal. After a certain number of hours spent to grow the character finally comes to the big final battle and then suddenly, when the fatal shot, the climax is broken: the credits run, the end of games.
As Peter Molyneux, the usual dreamy eyes lost behind the attempt to evoke their fantasies for a few reporters in Fable III dell'agognato goal will be reached in about half of the game for the rest of the time players will having to defend and hold firmly the position will be conquered and this indeed make a difference.
By partnering with Microsoft we have recently taken part in a presentation behind closed doors last chapter of the saga studies at Guildford in England, a survey full of news taken from the "father" of the project in person, watching mr. Molyneux filling that huge chalkboard scribbles and diagrams hours mimicking now gesticulating, explains the origins and characteristics of his new creation, it is easy to understand how non-random empathy and emotions are always a focal point Brand Fable: The founder of Lionhead is in fact an enthusiast, a dreamer and an empathic, which clearly can not fail to externalize and communicate the passion that drives his work, as in the past this extroverted nature has led to some excesses There is no doubt on the genuineness of his creativity and not always all the promises have proved truthful, emotional momentum has at least ensured a very high quality finished products. As the work is still far from the concept of the title is now finally shaped its own characteristics and focused presentation, to read this report you should combine the vision of the video interview rilasciataci by Peter Molyneux, which contains many insights on topics.

Great power, great responsibility
The storyline of Fable III kicks off about fifty years after the events narrated in the previous chapter and starring his son played the hero in it. This choice derives from the clear desire on the part of the development team to make this sequel an experience so connected to the rest of the saga, yet self-sufficient. Even those not familiar with the brand will not be so difficult nell'avvicinarvisi and while longtime fans will enjoy a long list of references, quotes and links. The story begins in the dark ages, with Albion's throne occupied by a wicked and despicable despot, who has no scruples to support a wild-style nineteenth-century industrialization without worrying about the consequences for the population, all slavery and poverty rampant now . In this gray background in the role of the rebel, determined to change things by giving a voice to oppressed people and a sword, the long road to the throne will see us in great need of followers, essential to give the green revolution and overthrow all'agognata tyranny. Own followers will become a core value in the grammar ruolistica Fable III, substituting the full experience. Any action taken by our rebel-hero can make us win or lose followers, who will show his popularity and his strength. This renewed mechanical alongside a fascinating dynamic of gameplay: in an attempt to convince people that we are worthy of the throne, just as aspiring presidents during election campaigns, then we will make promises. Close factories, stop deforestation, freeing the slaves, these are just some of the resolutions that we will express in front of thousands of hopeful people, and once obtained the throne? The choice, of course, will be only ours: we keep faith with all promises and fulfill the responsibilities in economic, or do like most politicians usually do, and keep smiling and postpone indefinitely its commitments with all the consequences. As therefore the gameplay of Fable III is divided between the road to the throne and, subsequently, its management, whereas the above is easy to see how the vision of the developers two pathways are closely linked, and inevitably the way in which meet the top will impact heavily on the second.
If anyone is wondering if once obtained the throne by role-playing game Fable III moves to the mechanical strategy title, the dry response Lionhead is not: the hero will remain and will continue to need all his powers and his skills as a fighter, just like the great warrior kings of history, from Charlemagne to Genghis Khan. A witness to the sovereign status will be two rather simple mechanics of gameplay obtained only once crowned, yet sufficient to change things significantly. The first is the so-called Judgement: as the dynamics associated with it is still under wraps, every award will allow the player to rely on the law of Albion with a direct impact on people and the various game situations. For the moment we can only fantasize about what this actually means, but think you have the power to send people to prison or sentenced to death, and all the possible implications of gameplay. The second advantage that the throne brings with it instead takes the form of a map, a button always sensitive to the brand: how the players are well aware, graphic representations of the territory has never been a strong point of previous chapters. Well aware of this lack developers have implemented in Fable III a three-dimensional interactive map, which in addition to showing the cities and territories in real time and with a remarkable ability to zoom, to allow newly sovereign to intervene directly in the territory: here too Details are scarce, but we can imagine the possibility to intervene directly on the shape of towns and villages.
A look at the area has revealed the presence of an entire new continent to be explored: as confirmed later by developers, Albion is not a part of the world on site at Lionhead and in short supply the details for now, the designers promise something completely new for the brand.
Speaking of sore, the map was not alone in Fable II: anyone who has been looking for a specific object in disordered and semi-inaccessible menu knows what we speak. Here again the designers of Lionhead decided to completely redesign: instead of the usual text-based menus in Fable III will have a sparkling three-dimensional graphics. Pausing the action you'll find yourself in your apartment at the royal castle: a large room overlooked a number of ports will allow you to access the wardrobe, where in a moment you can try, or combine any garment dyeing, to ' inventory itself, the form of an exhibition room and the room tactics, occupied by a table on which lies the three-dimensional map above. As there has not been possible to try at this interface, however tentative, developers said they have as goal accessibility, and of course the pleasant aspect of the collection. Should you feel alone, your rooms will be equipped also with a caring butler, who will bestow valuable tips served with an irresistible English humor.

The gift of touch
Although taken for granted in everyday life, touch is explicit interaction can bring with it a multitude of meanings, indicating a very large spectrum of emotions, an infinite number of possible underlying vehicle. You can take a person's hand and lead her gently or violently grab and tug on paper and what the difference is purely kinetic, the two gestures are actually loaded with diametrically opposite meanings.
This is the gift which the hero of Fable III will enjoy: very simply, in his shoes we can reach out and connect with that of one of the many non-player characters that always populate and around Albion. From this intuitive gameplay mechanics have resulted in a large number of possible interactions, from simple lead our children to walk to yank a thug to frighten him, and this, in case we decide to play a good hero. Otherwise however, we can for example grab a ruthlessly homeless and drag into the next job, sold as slaves and enjoy his futile attempts to escape across our perfidy.
The ability to touch people will naturally be subject to developments related to the type of relationship and trust that the protagonist has with them: a handshake, you can go spend time with a hug and even kiss. The aim is of course to allow players to express emotions and feelings with your alter ego even more intuitive and deeper than experienced by the expressions in the sequel. The latter will still be reproduced in a revised and updated form, even if were not disclosed further details. We shall return can also be accompanied by a new four-legged best friend, with something new for now covered by a veil of mystery.

The charm of arms
"This is my rifle. There are many like him, but this is my "

So reads the opening words of the "Rifleman's Creed", composed during the Second World War and since then the doctrine of every self-respecting sea. In these few words you summed up perfectly what the guys at Lionhead have tried to do with the arsenal of Fable III, with the specific intent to make every weapon unique and "signed" by its owner. Just as the warriors of old were proud of the proverbial "notches on the blade, players can produce weapons using shaped in battle: a single mechanism will ensure that dedicated tools of the trade, including knives, guns and magic rings, will gradually change in shape and size according to a long series of parameters. An influence on the slow but steady morphing arsenal will be a multitude of factors: the skill with which the weapon is used by the player, the type and number of enemies killed, the kind of innocent creatures or evil, the moment of story where you are, even the Xbox 360's Gamerscore. More weapons will be used, you will most obvious change its shape and size. Once you put your "signature" on an iron craft, I can exchange it with other players via Xbox Live is not yet clear whether this mechanism will be linked to a possible outflow of currency in game, but certainly the prospect of free market is inviting.
In addition to completely redesign the arsenal to support this view "evolutionary", developers have made some adjustments to the combat system, which we have had a taste for a brief hands-on: as the underlying dynamics and controls are unchanged The flow has improved considerably thanks to higher speed in passing from one attack to another pressing the corresponding keys.
In addition to cutting weapons and firearms is a natural return to the use of magic, with some news: it will present linked to specific objects, specifically rings and the like, which can be combined to add up their powers. Combining such as the Ring of Fire Storms with that you can bring down a rain of fire on hapless enemies, giving the sector a magical new strategic dimension.

Fabulous views
Fifty years, so has passed. Looking for the first time the "new" Bowerstone change is clear: the evolution of the technology industry have left a deep mark on the city, now packed with steam machinery, bridges, factories, mechanical and gray.
If from the standpoint of design "evolve" Albion and view the last fifty years meeting was a big job for the designers in Lionhead to have to really tuck the sleeves are the leaders: the mechanics of touch and the new moves in combat required months of conceptualization and are currently under tight development. Our tour of the headquarters locations has allowed us to see several dozen people to work on Fable III between pure design, modeling, animation, programming, textures, effects and Artificial Intelligence. In the midst of chaos we have been able even to take advantage of the kindness of a designer to give a quick look at the concept of a new continent: a boundless desert, windswept and strewn with ruined temples. A fascinating vision and, as promised, very different from the bucolic landscapes in the series has so far used. From a strictly technical point of view, it is very early to express opinions on the graphics of Fable III: The impression we had is that we are working to greatly increase the detail offered by the previous version of the engine, while retaining the characteristics that allow Quell 'unmistakable look fabulous, with the express aim of improving without changing graphics already very popular with fans.

Final Remarks
"It's Ambitious, man!" ("E 'ambitious, guys!"). So said Peter Molyneux at the end of his long and fascinating guide. And 'undoubtedly so, once again Fable is talked about for innovative ideas that accompany the concept. The self-evolving weapon, the mechanics of touch, the followers, the new interface menus are all pieces of a fascinating and complex puzzle. It 's still very early to see how all these mechanisms appear once mixed in the final formula, yet analyzed one by one, however, reveal a remarkable charge. Adding the role of sovereign and an entire new continent to explore the resulting framework is more than lively enough to keep the attention of all lovers of the brand and RPGs in general are confident that the summer fair will offer us new opportunities for move closer to title and reveal new details. Stay with us.

Sorry if the translator is not up to scratch i used google translate. I aint fluent in any language
 
Re: [PREVIEW] Spaziogames Preview Fable III

nice find once again hobbes +rep
 
Re: [PREVIEW] Spaziogames Preview Fable III

Has this been translated from a foreign language or written by a foreign press? There are some grammarical issues
 
Re: [PREVIEW] Spaziogames Preview Fable III

Great find +rep
 
Re: [PREVIEW] Spaziogames Preview Fable III

There must be a mistake, they are NOT RINGS THEY ARE GAULTLETS!
 
Re: [PREVIEW] Spaziogames Preview Fable III

Yes, the article is translated! There will be grammatical errors and such. :]
 
Re: [PREVIEW] Spaziogames Preview Fable III

good read!
thanks hobbes p!
 
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