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Lionhead's sequel to the successful action-RPG Fable 2 for the Xbox 360 and pc.
Latest news
08-22-11 Fable 4 in two years?
05-22-11 Fable 3 doesn't convince on PC
05-11-11 Fable 3 won't get a PC demo
11-23-10 First DLC for Fable 3 available
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News
Three major changes in Fable 3, screens to show off
At Microsoft's X10 event, Lionhead Studios' Peter Molyneux was alive and kicking to spill the goods on Fable 3.
In short, he explained there will be three major breakthrough changes to gameplay: In-game touching, highly-customized weapon morphing and the challenge of ruling a kingdom.
Let's go over them:
Touching:
In short, he explained there will be three major breakthrough changes to gameplay: In-game touching, highly-customized weapon morphing and the challenge of ruling a kingdom.
Let's go over them:
Touching:
The importance of context will also play a role in how you interact with the game's other characters as well, Molyneux said. Players will guide Fable III's hero, perhaps with wife, children and, yes, a dog, through the game, using a new context-heavy system that focuses on the player's character grabbing hold of non-player characters to interact with them.
The play mechanic is in part inspired by Ico's hand holding, Molyneux said as he pointed to the screen at an image of a young man running through a cobble-stoned street to a house
Weapon-Morphing:The play mechanic is in part inspired by Ico's hand holding, Molyneux said as he pointed to the screen at an image of a young man running through a cobble-stoned street to a house
While a character's look will still morph to suit the gamer's play style, the way it happens has been completely overhauled. The game will also apply morphing to your weapon.
"Weapons morph from boring things when you first pick them up to really interesting things depending on the way you use them," he said.
The color, texture and what's written on them is controlled by what you kill with them. The size and length, sharpness and curvature is dictated by how often you fight and the duration of those battles. Whether a weapon drips blood or glow depends on if you kill innocent or evil people.
Finally, all of that is blended with your actual Gamerscore to create your weapon
Kingdom-Ruling"Weapons morph from boring things when you first pick them up to really interesting things depending on the way you use them," he said.
The color, texture and what's written on them is controlled by what you kill with them. The size and length, sharpness and curvature is dictated by how often you fight and the duration of those battles. Whether a weapon drips blood or glow depends on if you kill innocent or evil people.
Finally, all of that is blended with your actual Gamerscore to create your weapon
"I love the idea of the map in an RTS," he said. "But I don't want the mechanic of an RTS, all I want is its sense of power."
"Conventionally, a game is all about a hero's journey," he said. "You start weak and build up your power, take on the bad guy and then the credits roll.
"We decided why stop there."
"On the journey to becoming king... the temptation is to promise everything," he said. "Then you become king and you realize, 'Oh shit baby, this is not so simple.
You're still wondering what that news was that Molyneux feared people would be pissed about? The game will have no hud."Conventionally, a game is all about a hero's journey," he said. "You start weak and build up your power, take on the bad guy and then the credits roll.
"We decided why stop there."
"On the journey to becoming king... the temptation is to promise everything," he said. "Then you become king and you realize, 'Oh shit baby, this is not so simple.
“Look at the screen! It’s completely clean,”
“Why do we need the fucking health bar,”
And you can see for yourself as we've got some new screens for you as well:“Why do we need the fucking health bar,”
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