Fable II
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Fable 2 is an upcoming role playing video game for the Xbox 360, which is being developed by Lionhead Studios and will be published by Microsoft Game Studios. It is a sequel to Fable and Fable: The Lost Chapters. Announced in 2006, the release date is set to 2008.[1][2] The game will take place in Albion, 500 years after Fable's setting, in a colonial era resembling the time of highwaymen or the Enlightenment. Guns are still primitive, and the entire area is free roaming and more developed (large castles and cities in the place of towns).[3] Unlike in the original, the player may choose to be either male or female.
Gameplay
Gameplay in Fable 2 will have many similarities to the previous title in the series, but will also include many changes.
Character Morphing
Fable 2 enhances the innovative system of morphing one's character based on their actions. Character morphing revolves around two main alignments: Good and Evil. New aspects of the character alignment system include corruption (drinking too much), and nobility (working hard in one's employment), which will enhance a character's features. Corruption and Nobility do not follow their respective morality alignments. A character may be "Good" while still performing corrupt deeds, and vice versa. The character's dog will also change in accordance with your alignment to good or evil, nobility or corruption.[4]
Combat
Announced at E3 2007, all melee combat takes place on the X button. All ranged combat runs on the Y button and magic on the B button. Flourishes will be shown in a different perspective and time will slow down to show finishing moves. Moves done in melee combat are also dependent on where the player is located. For example, if a player is on top of a tower, pressing the X button may cause the player to throw a certain enemy off of the tower rather than attack with a weapon. If there is combat on stairs and the player has the high ground he or she will have a tactical advantage [1]. Also, the X06 edition with a currently incomplete combat engine shows that you can use the environment which leads to different combat reaches. The character can get into a bar fight shown in the combat demo (the first tested engine). A player's combat style will change according to the kind of weapon they're using. The player will unlock more skills and combos with particular weapons as they become better at fighting. While using a gun, the player can aim more accurately by using a crosshair.[5]
There are multiple different weapon types known of so far: guns, axes, swords, hammers, and maces. It has been confirmed recently on the Lionhead blogs that the longbows will not be in Fable 2 due to the appearance of guns in Albion.[6]
Dog
The player will encounter a pet dog that will stay with him or her for the rest of the game. Molyneux has stated that the dog is an entity that will get the player to care, to experience love or hate, when he announced this feature at the GDC 2007. Every dog will be unique in some way and morph depending on a variety of factors, such as the player's alignment. The dog will assist the player by performing a variety of tasks. The dog can alert the player to threats, although never giving the player away to the threat. In performing this task, the dog has replaced the mini-map which was present in Fable. The dog can also attack whatever enemies the player is weakest to. The "weakest" enemy will depend on a various factors, for instance, what weapon the player has drawn. In a recent interview and game demonstration Molyneux showed some of the interactions players can have fun with their dog, including buying toys, playing fetch and rewarding or punishing their dogs for their actions. The dog will morph according to the player's alignment; A pleasant character's dog will appear pleasant while an evil character's dog will appear scary.
Obeying three main laws (do not irritate the player, unconditionally love the player and self-preservation), the dog features advanced AI. Although the dog is not directly controllable, it will respond to the player's actions; moving to attack will bring it to attack, running somewhere will have the dog run. Behavior is context-specific, and the dog will stay much closer in towns or when the player is hurt in battle. If, the player goes to a shop the dog will wait outside until the player leaves the shop. He is, to a degree, trainable using expressions.[7] Molyneux also revealed that if the player seriously does not want a dog, then they have to run away and escape from it (preferably when it is injured), although the dog will track down the player, causing him or her to run away again. One example given is if the dog is injured and the player leaves and goes to the pub, later there will be a scratching at the door. Someone will open the door for it and observers will react negatively upon seeing the abused dog faithfully return to its undeserving owner. Performing actions like this can result in "negative" consequences bestowed upon the player.
Death
Initially, in Fable 2, the player's character would not die upon defeat. Rather, he or she would fall unconscious once he or she loses all of his or her health. The enemies would then injure the character while they were unconscious by beating, kicking or stabbing them, which would have left permanent, though humiliating, scars. Falling unconscious could be avoided with one of three sacrifices: gold, reputation or experience gained.
At GDC 08, Molyneux indicated in interviews that the design for death had changed due to player feedback during play testing. It was found that players would rather turn off their console than subject their character to permanent disfigurement. The new design is as yet unknown.[8]
Family
The family aspect of the Fable series will be further built upon, around the love and emotion themes touted by Molyneux. This was demonstrated in the GDC '08 demo, where Peter's female character returned to her home, greeted by a small child and her husband.
The sex aspect, relatively unimportant in the first game, has also been built upon significantly. Players will be able to choose to have protected or unprotected sex, and by extension choose whether or not to have a child. Female player characters also by extension will become pregnant, and they will also undergo the relevant physical changes[9]. Sex will feature, however, the same fade-to-black as in Fable.[10].
The player's child or children will look upon the player as an example and will also follow your alignment, looks, etc. evil players will have naughty children. A player's family can also be killed by a henchman co-op player, if friendly fire is made active by the host player.
Same-sex marriages, as in the first game, will be possible.[10]
Content
Albion is expected to be 10 times the size from the original game with 20 fully free-roaming regions and roughly 30 dungeons to explore. There are around 100 augmentable weapons, 70 augmentable clothes, and 20 different tattoos and haircuts. There are only eight basic spell types, but they are upgradeable to varying degrees, allowing for around 80 spells. There will be more than 160,000 lines of "AI-driven dialogue", over 150 unique quests and more than 6 minigames.[10] While Molyneux has stated that the player can complete the main story in 12 hours if they rush through it, it would take much longer to complete everything in the game.[11]
Cutscenes
There will be no cutscenes in the game, apart from the beginning cut scene which lasts approximately 1 minute. However, there will be 'points of interests' that a character may focus on by the press of a button, similar to the feature inGears of War.[12]
Multiplayer
A co-op mode was announced and shown at the 2008 GDC. The mode of co-op is somewhat similar to that of Gears of War; in that players will be able to drop in and out of other player's games at will. The host player can set certain rules; eg. how loot gained is split between the players and if friendly fire is active or not. Guest players will get an hourly rate of pay for helping the host out. Guest players can keep all the gold and experience they earn to take back with them into their own game world. Molyneux demonstrated the possible consequences of active friendly fire in the GDC demo; the "henchman" player killed his character's husband, leaving his (female) character's son an orphan. Molyneux mentioned that the player will be able to visit his/her son/daughter in the town orphanage, however to also expect the child's disposition to possibly go to the extreme of resentment. Molyneux demonstrated this as a degree of the freedom available in the game. The actions of the henchman player are permanent in the host player's offline game, so killed NPCs will not be revived. Also, The henchman player's dog will not be able to join the host player's game. Molyneux also mentioned that the host player would be able to gift items to any visitors that enter their world during co-op.[13]
Dynamic World
Unlike the promised "plant an acorn in the ground, and find a tree years later" that was abandoned in the first game, Molyneux has promised a "golden acorn", and that the world will be fully dynamic in Fable 2.[10] The game will be sandbox style; in Fable 2 you are not on a set path, you can also do things such as jump over fences and climb certain objects. It has not yet been confirmed if the game will be seamless or not. Since the game will take place over a hero's lifetime, many things will change; he gave an example of a trade camp the player could help or destroy that would later be a town or ruin. Trading in such camps would increase their profit, resulting in a small town growing around them, while stealing from the camp or massacring the camp will result in the abandonment of the area. Additionally, every property in the world is ownable by the player, often unlocking further content such as quests. Molyneux also announced that you will be able to purchase furniture and fully customize your houses and property. Titles will be awarded for buying property, for instance, if you were to buy every building, and every piece of land in a town, you may become known as the mayor, king, and eventually emperor of the entire land of Albion. ref>IGN: Fable 2 Preview</ref>
The environment in fable two will feature trees with branches and leaves that are individually animated according to their own unique physics, each tree having roughly 120,000 leaves. There are also around 15 million poppies in Albion.[14]
Careers
Unlike Fable, there will be little to no reward for completing quests. Instead, the main way of acquiring money in Fable 2 will be a career chosen by the player. Careers that have been hinted at being in the game include; a barkeeper, a blacksmith, a farmer,`a burglar, an assassin, a hunter,a woodsman, or even a prostitute, although it is more than likley that many more will be introduced by the time the game comes out.[citation needed]

Fable 2 XBLA Games
Keystone, Mage Dice and Wizard's Tower are games to be released on Xbox Live Arcade a few weeks before the release of Fable 2. They are unique in that they share functionality with Fable 2 and all three games will allow players to potentially become rich before even owning the main game.[15] The games are being developed by Carbonated Games and will also be featured in Fable 2 as pub games.
Pre-release marketing
Online competitions
Just as Lionhead has done with The Movies, online competitions were made available through Lionhead's forums. One such competition was naming a title to be used in the game, similar to the first game wherein a character was addressed by various titles that the character purchased from a "Title Vendor" Lionhead has stated these titles will be bought but they have to be earned first. They are bought from a town crier in Fable 2; the winning title was Lionheart. An "insult the hero" competition is also taking place and the winner is yet to be announced. [citation needed]
Video Diaries
On May 24, 2007, episode one of The Lionhead Diaries, examining the love and emotion aspect of Fable 2.[16]
On July 30, 2007, episode two was released, highlighting the one-button combat system, and featured the Lionhead staff playing a game of football and a professional combat specialist instructing the animation staff.
On October 8, 2007, episode three was released, going in depth about the Central Technology Group, and featured Lionhead's 10 year Anniversary.[16]
On January 11, 2008, episode four was released, focusing on how the graphics department made the world of Albion.[16]
On March 19, 2008, episode five was released, looking at magic, GDC 2008 and co-op.[16]
Technology
The graphics engine is written in-house, but middleware is integrated for several other parts of the game: Havok is used for a physics engine and Kynapse is used for some AI. AlienBrain 8 is used to track assets such as 3D Models, files, and art.[17]
References
- ^ IGN: Fable 2 Gets Release Date Update
- ^ Fable 2 / About
- ^ IGN: Fable 2 Trailer, Videos and Movies
- ^ Gamesradar.com | GDC2008 Peter Molyneux demos co-op
- ^ Fable 2 Feature List
- ^ Fable 2 Development
- ^ GDC07: Molyneux is Scared
- ^ 1UP Podcast
- ^ Senzee 5 - Fable 2 News (GDC08 Preview)
- ^ a b c d IGN preview, February 22, 2008
- ^ Fable 2 Feature List
- ^ Xbox.com | E3 2007 - Welcome to the Xbox.com E3 Blog
- ^ GDC 2008: Fable 2 Co-Op Preview
- ^ Fable 2 Feature List
- ^ Lionhead developer forum posting
- ^ a b c d Diaries redirect
- ^ Technology – Loinhead
External links
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