Overview of the Fable series
The original Fable is one of the games I played about 20
times a year when I was little and have replayed at least yearly ever since, so
regardless of what quality it possesses I could never give an unbiased account
of it because the nostalgia factor is almost overwhelming to me as it remains
one of my favourite games of all time to this day. The game starts with
standard fantasy storytelling trope: idyllic lifestyle interrupted by absurd
levels of tragedy in the space of a single day, in this case a bandit attack on
your wholesome little village resulting in the massacre of everyone you ever
knew including your entire family and you are left lost and alone in an
uncaring world, if it wasn’t for the mysterious wizard who whisks you away to
Hogwarts so you can learn how to be a fantasy adventurer and eventually avenge
yourself upon the evil that bestruck your childhood (apparently “bestruck”
isn’t a word, but I’m going to leave it in).
After a long and fairly tedious tutorial section you finally
graduate from Hero school after learning the three hero disciplines: Strength,
which is the one that everyone will end-up upgrading first because it’s most
useful; Skill, which is fucking useless; and Will, which I’ve always used to
supplement my Strength to almost game breaking proportions. One of the
interesting things about the main quest-line is that the vengeance against your
family’s murderers is more of a background story-arc for the first half of the
game, mainly consisting of conversations with the wizard from earlier in the
game, him having uncovered some new detail regarding the attack. Leaving the
main-quests virtually of no more importance, in-universe, from the side quests.
Because of this, whenever I start a new game of Fable nowadays, I start by
doing all the side-quests first and doing the main quest-line only when I have
nothing else to do.
Eventually the main quest-line leads you to seek out a blind
bandit seeress who you have been told may hold some information regarding your
sister who may have survived the night of the attack. After discovering that
the seeress IS your sister, the vengeance plot takes a back seat for another
few main quests that have virtually nothing to do you or your family, except
maybe some tangential relation.
Later, after you’ve met and conversed with a character
called Jack of Blades, regarding by some to be the greatest Hero of all time
and by others to be the love-child of Genghis Khan and Skeletor, your sister
lets you know that the latter were correct and that he was responsible for burning
down your village, murdering your father, imprisoning your mother and blinding
your 10-year-old sister and leaving her for dead. Couldn’t have mentioned that
earlier by any chance? Wait, “imprisoning your mother”? So she’s alive as well?
Yes, you find out that your mother is still and it’s at this point that the
vengeance plot takes centre stage as you first begin on a quest to rescue your
tortured mother from Bargate Prison and set the wheels in motion to kill Jack
of Blades and finally avenge yourself and your family. It’s after this point
that side-questing becomes more of a distraction rather than just something
else for you to do, because you’ve got some clear motivation. Earlier in the
game, the main quests were basically akin to assignments from the Heroes’
Guild; no different from the side missions, so to still give us side quests
after we’ve received our ultimate goal of stopping the big villain, bunking
that off for a few hours to go and rescue some dorky trader seems trivial.
Anyway, during this time you find that the attack on your
village at the beginning of the game was simply one step in a far bigger plan
by the main villain to unlock the power of an ancient sword that would make the
wielder into some kind of unstoppable demi-god, but after Jack recaptures your
mother and sister, and obtains the key to unlock the sword, and then actually
unlocks the sword, you fight Jack in a big grand battle in the Heroes’ Guild.
After you’ve defeated Jack you get the choice of destroying
the sword for the good ending, or killing your sister with it to unlock the
true power of the sword with her blood for the evil ending, but whichever you
choose this endgame decision is somewhat undermined by the expanded version of
the game, where the main quest-line just carries on after the ending for more
storyline stapled onto the end.
I have mixed feelings about Fable: The Lost Chapters. On the
one hand, the new areas you travel to are well designed, mysterious,
threatening, and I really love the idea of something evil waiting in the north
while all of the main plot is going on, but too major complaints I have
regarding the expansion is that firstly: the afore mentioned mysterious lands
to the north are just kind of small and almost quaint, compared to what they’ve
been described as, and secondly: the great evil stirring in the north is
incredibly cheap and undermines the ending to the base game; Jack of Blades is
still alive, also he’s a dragon now.
You’d think the final, final boss being a dragon would make
up for it, but it really doesn’t, because the final battle is... well... shit.
The Dragon Jack mainly just sits there letting you hack him repeated over the
head with your sword, while occasionally taking a bite out of you seemingly
whenever he can be bothered. And whenever he gets bored of that, he flies off
summoning some minions for you to take care of instead. Also, as I said
earlier, the entire extra regions of the game are fairly lacking, a total of 4
new regions to explore, most of which you have no reason to go back to, plus
one new town and the final boss arena, which you can’t even revisit properly
after you’ve finished the game.
Personally, I would have preferred to have a must more
expanded region to the north, make it more of a journey to explore the
wasteland rather than the brief stroll that it is, also I would have preferred
the great threat to the North not just be the main villain again except
shittier this time. Maybe have the great threat to the north be some ancient
evil Jack set to awaken upon his death or something like that, but not just
“he’s back again!”
Fable II did this right. The villain of Fable II is nothing
to do with the villain of the first game; he’s got his own goals, his own plan
and his own motivation. Unfortunately, the motivation of the Hero of Fable II
is far clearer. Like the first game you start off as a child with a wholesome
background and a street urchin with you big sister trying to survive the
winter. Tragedy strikes in this case in a far clearer way, you are invited into
the castle of the new villain, Lord Lucien, where he murders your sister before
you very eyes and throws out of a fifteen story window to death in the streets
below. While the plotline of the first Fable starts with you trying to find out
what you can about who was responsible for the attack on your village, Fable II
starts off your main quest line with one simple goal: Fuck this guy (umm... not
in that way).
One of the main problems I have with Fable II that wasn’t
present in the first Fable is a problem I have with the side-questing in this
game; it is so fucking tedious sometimes. The original Fable had a lot of
down-time from the main plot where you couldn’t do any more for now so you
might as well take some arbitrary quest that you have no personal investment
in; these were some of the main quests, remember. In Fable II on the other
hand, there are very few moments in the game that you don’t have something to
advance the main plot with. There are two maybe three times in the game where
the next person you need to speak to won’t give you the time of day because
they don’t know who you are so you need to go and do a bit of side-questing to
increase your fame level, otherwise, you can always move on the next thing in
the personal journey. So why, when I have to go over there and activate the
portal to next important region would I blow that off to go and get involved in
the personal lives of some local farmer who wants to get a date for his son?
It’s supposed to a fantasy RPG about an adventurer not a fucking dating sim.
To compare Fable II to Fable I, I’d say they both have
really interesting storylines but they go about them in different ways which
really affects the flow of the game when you set out to do all the side
questing. In Fable I, you could easily replace some of the main quests with one
of the side quests and there wouldn’t be any difference, story-wise. The same
cannot be said for Fable II; in fact there is one side quest that’s actually
vital for completing the game, and it comes at one of those times I mentioned
earlier where you expected to go and make a higher profile for yourself. So
there is a simple fix: ditch all of the less adventure-y side quests and only
introduce the rest when the player needs to go out and do some adventuring to
impress someone important.
Lastly, there was Fable III. Fable III was shit. It wasn’t
wholly without merit, I would give it that, but the bad can justly be said to
out-way the good. It moves away from its high fantasy routes and moves to more
steam-punk fantasy setting set 50 years after the last game. Between the ending
of Fable II and Fable III, the Hero from Fable II managed to unite the land of
Albion into a single kingdom... somehow. They kind of missed over something
important there. But anyway, in Fable III, the player takes the role of the
Prince, brother to King Logan, eldest son of Fable II’s protagonist. King Logan
is a tyrannical despot and after forcing you to make a horribly difficult
decision at the beginning of the game, you flee from the Castle to start a
revolution to overthrow your brother with your fathers most trusted advisor,
Sir Walter Beck; a character who we as the player have never come across before
this game; but whatever, 50 year gap and all that.
The storyline of Fable III has a similar problem in its side
questing that Fable II had; you can occasionally take a couple of side quests
to raise your standing with a major character whose allegiance you need, but
most of the time, there’s just no motivation to do it both in-universe and out.
Shall I continue on my quest to free Albion from my brother’s tyrannical reign,
or blow it off for a few hours helping this random Johnny fish his engagement
ring from the sewers? NO, I want to do this main quest, I know what I need to
do next and there’s nothing stopping me from doing it; this idiot can count his
losses and go and buy a new ring.
One of the main reasons why Fable III is the worst of the
three games is the fact that most of the RPG elements are severely reduced. The
four categories of experience (General, Strength, Skill, and Will) are all cut
down to just one, which comes in the form of Guild Seals. And most importantly
of all, menus are none existent. Shops are just a small collection of physical
items that you have to physically walk up to in order to buy, which seriously
reduces the amount of stock a single shop can have, not to mention making the
whole process disorganised and confusing. And your own weapons and clothing
must be equipped and unequipped in a similar process in your sanctuary. This
was all in the effort to eliminate menus from the game, but menus are efficient
and simple, this replacement is not simple in the slightest which really brings
the game down.
Towards the end of the game, you’ve amassed a large enough
following to take the city and force you brother to abdicate. He does so peacefully,
but then when he is put on trial for his crimes against Albion he reveals that
he had a good reason for ruling with an iron fist. He reveals to the Prince,
now King that an evil Lovecraftian army of monstrosities led by a demonic
elder-god-like being is coming the invade Albion and destroy everything in one year’s
time. And so begins the endgame of Fable III where as the king you have to
prepare for the invasion by making the decisions necessary to increase the
realms treasury. In doing this you have a choice: you can either double down on
your brothers tyrannical, but now understandable, policies in order to raise
the funds necessary for realm to survive, or you can take a more liberal
approach to governance by making your citizens lives happy before being
completely slaughtered at the end of the year.
This section of the game fails in three ways: firstly, time
doesn’t pass in game so you can stay on the same day (despite the sun clearly
rising and setting regularly) for as long as it takes to personally buy and
rent out every property in the land and donate your own personal wealth to the
treasury allowing you to save everyone’s lives while also allowing them
comfortable oppression-free lives, and therefore breaking this entire part of
the game in half. Secondly, the major governing decisions happen on certain
days which only come to an end once you complete all the things that need to be
completed that day before moving a small amount of time later to the next day;
so for example at 255 days to go you have to do A, B, and C, and once you’ve
done those things the game will then jump to 234 days to go. This way of doing
things would have been fine in the game doesn’t jump straight from 121 days to
go 0 days to go; I hope I don’t have to explain why that’s retarded.
The third and final problem with this part of the game is
more subtle, as it almost has the one best moral choice systems I’ve ever seen
in a game. Only you and a few of your closest advisors know of the severity of
the threat that looms at the end of the year so your choices as king basically
boil down to either being a benevolent king, while knowing that your citizens
will die at the end of the year, or being a hated tyrant so that everyone in
the kingdom can live once the threat emerges. Except Fable III decides to slap
the labels of “good” and “evil” onto these two choices rendering the subtlety
of the dilemma completely meaningless. How can it be evil to demand hardship
from your citizens knowing that the alternative is genocide? How can it be good
to let your citizen’s live happy lives knowing how short they’ll be?
Anyway, the Fable series had a lot of potential going for it
in later games, but was let down with bad design choices; the later entries as
Fantasy RPGs rather than Fantasy Dating Advice, or Fantasy Royal Mail would
have improved them to no end. Sometimes an RPG game can have a linear storyline
with an optional free-roaming explorative gameplay as long as it’s implemented
carefully, Fable 1 didn’t do this as the story was basically not up to you to
carry forward in an in-universe sense, but for other characters to discover
information while you carried out irrelevant, but fun quests. Fable 2 came the
closest to doing this with the stop points where major characters would
outright ask you to go and prove your worth by doing some side-questing, but
narratively speaking the flow of the game can come to a halt if the player
decides to take some side quests whenever they like. Fable 3 on the other hand,
suffered from the same problem but in addition to a number of other problems
that would need to be addressed in order to improve that game. The Fable series
is a great example of how having too much freedom can damage an RPG, if such
freedom is not handled carefully.
Comments
Post a Comment