Don't wait for the fable, but play Fable 2
Blog Andrew Joseph 01 Mar , 2025 0
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Buried like some kind of cursed treasure at the bottom of this week's official Xbox podcast episode News about the long-awaited allegory of playground games. I call it a “treasure” because it's rare in gameplay, but “cursed” because it comes with a terrible warning, accompanied by many development updates: delays. Once planned to be launched this year, Fable is now scheduled to be released in 2026.
Of course, despite their painful waits, delays are usually not a harbinger of doom. As far as fable goes, hopefully it is a sign of a detailed world that only takes more time to bloom. But, it is a good idea to make use of that year’s waiting year: there is no better time to play allegory games. Specifically, I urge you to try Fable 2, the “high point” of the series, (re)discovering a weird and unique RPG Lionhead Studios's 2008 Classic is.
Through today's RPG standards, Fable 2 is indeed very unusual. But even compared to the 2008 contemporaries, which included Fallout 3 (released a few days later) and Bioware's 3D competition, its vision is actually singular. Fable 2 has a rather traditional campaign structure with linear main story and an esoteric optional side task set, but its RPG system is far from the stats of ridiculous forgetting and Neverwinter Night. It completely smooths out these aspects, even for those who find that the D&D character table is not different from the hieroglyphics, even for those who find the D&D character table.
There are only six main skills that control your health pool, strength, and speed, and more. In terms of weapons, there is only a single damage statistics to be considered, while in terms of armor or accessories that provide polish, there is no damage statistics. Although combat is common in most missions, it is ostensibly incredible shock, aired only by using some really creative spellings (including huge chaos, forcing enemies to dance and scrub the floor.
In short, Fable 2 is an RPG for someone who has never played an RPG. Back in 2008, when Oblivion's open world Cyrodiil could be mostly huge and unfavorably free form for newbies in role-playing, Fable 2's Albion offers a much more manageable, small, easily accessible map. You can freely walk back and forth between these realms and bark with the help of faithful dog companions with the greatest signs of adventure, you can go beyond the off-tour roads and discover demonic gates that buried treasures, sunken caves and puzzles. All of this gives the world a greater scale and opportunity than its actual footprint. But Albion's geography is restrictive, and largely forces you to move a linear path from one landmark to another. This is not a lost world, at least not a world in the traditional sense.
Albion is a physical entity compared to the incredible world of Bioware's Infinity Engine Games and Bethesda's fantastic Morrowind. However, it is disadvantageous to judge both modern and contemporary expectations of RPG. The priority of Fable 2 is to climb distant mountains with countless routes or cross dungeons through dungeons, but in a world full of life. Looking at Fable 2 through a very different game lens (Maxis is also singular Sims), you'll find a truly wonderful simulation of society.
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Albion runs like some weird organic clockwork creature. Every morning, as the sun peeks out from the horizon, its people wake up and start their daily work. Town Criers updated in a noisy crowd: “Store is opening!” And, when the stars start to flash again, “Time is: Very late!” Like your family in The Sims, every citizen of Albion has an internal life, not only their social role, but also driven by their preferences. By using the ever-expanding library of gestures, you can delight, insult, impression, and even lure every (non-hostile) person you encounter. Well-executed farts may make bar customers how to call their beer while pointing and laughing at the kids may make them run away from their parents. Through these emotions, you can push and pull the people of Albion, attract them with your heroism and weirdness, or push them with evil behavior and rudeness. We often talk about reactive NPC and video game cities that feel alive, but nothing can achieve these goals in the same way as Fable 2.
While your character is a hero with Capital H, destined to take grand adventures, bullying bandits and finding glittering treasures, Fable 2 is a more fun game when you absorb yourself completely into its society. Almost all buildings in Albion are available for purchase, including houses and shops, and you can buy them by making money on paid work (the money you earn on hard jobs) by making money on woodcuts and cut down mini-sets. Then there’s the next step: attract the most attractive NPCs in town by repeatedly spamming their favorite expressions until they fall into your bed, and then you end up with your baby after a moment of comedy slap and tickling. Like the Sims, the individual components of all of these feel incredibly artificial. However, the overall result produces a real, extraordinary sense of life.
Few RPGs follow the footsteps of the department's allegorical. Even Baldur's Towering achievements do not include organic romance and the ability to play with the property market. But Albion's real sense of life does exist in a more unexpected successor: Red Death Redemption 2. Rockstar has an incredible response to digital entertainment in the Old West, full of accidental characters that react to your presence and behavior. Each NPC can use a system that feels like Fable 2's gestures, a more cinematic version where your behavior can be joyful or annoyed. While most interactions are simple pleasures, life you touch in a more meaningful way (such as absorbing venom from a deadly snake bite) may remember you and reward you with kindness after weeks. If the new allegory of the playground is true to its origins, its modern touchstone should be Rockstar’s unrivalled life world, rather than the current popular desktop-style RPG.
The playground also needs to raise other mandatory things. The allegorical sense of British humor is incredible, so we'd better see some dry, witty irony in the class system and some healthy tramp jokes on the side. Plus, we need a bunch of beloved dramatists who are comparable to the teaching staff at Hogwarts (the playground seems to have been under control, with Richard Ayoade and Matt King appearing in the trailer.) But, above all, the trademark approach to lion heads is good and evil, besides that bustling world.
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Peter Molyneux, founder of Lionhead Studios and lead designer of the Allegorical Series, is a good and evil designer. Providing players with choice between the two is the foundation of the studio’s first project, the “Black and White God” game and continues to be a focus throughout Molyneux’s career Master Albion (Although the name is confusing, it has nothing to do with the fable.) However, Lionhead's player selection method is far from the nuanced, tough decisions in the wizard and Bioware's best work. In Fable 2, your choice is absolutely angel or mean demonic, with no gray space between them. It works in comedy extremes; the early side requires you to either clear the pest from the trader’s warehouse or destroy all his stocks. Later, a ghost abandoned suicide after the altar asks you torture his old lover who is still alive, and your only way is to make her life a hell or make her your wife.
Changes in the past decade and RPG development have prioritized the expression of the final player, which is unlocked by exploring the scope of human behavior. We have decided that moral dilemmas should be much more complicated than the choice of saving children or burning them alive. But fables thrive in binary. It's glad you have the opportunity to play the most hero of all time, or be the most outrageous villain in history. This is built in the first game of the trilogy, and its character literally grows the Devil's Horn if you persist in choosing evil choices, but it does fall into evil choices in Fable 2. The sequel's mission branch offers a richer and more creative way of paths of kindness or evil, and this reactive world can both make your moments” and “critical” and “weekly-to-week events” activities shape your voice and pure sound and pure sound. Moral-focused results in RPGs are often overwhelmed because they put more resources at the center rather than extremes, so true evil ends up feeling like saving the world with a frown. Fable 2, on the other hand, is glad you go all out (with lightning power) and works to a large extent, as it only has two avenues to juggle.
It is not clear whether the playground game will get the allegorical correctness. While this week's development update is a 50-second pre-alpha game video, there are few pictures of the real allegorical game that are actually drawn. OK, of course, besides the mandatory chicken kick. But, less than a minute of context-free footage will never tell the whole story, right?
In those short seconds, what we can see is a world more detailed than the fable enjoys. The protagonist's horse points to an open world with much fewer restrictions than the 360s games, and the stark forest shows that we are indeed able to get lost in this new Albion. But it's a short shot of a city that looks lush, frank, and full of life, which makes me hope the playground game sticks to the simulated social simulations that make Fable 2 so unique. I couldn't wait to laugh at the kids' kids, danced on the bar table, and encountered a random whirlwind romance behind the green grocery store.
But all of this is only a year away. At that time, you can revisit (or experience) the wonderful world of Fable 2 for the first time. Because what this project doesn't require is a fable, reimagined in a clone of the wizard or Baudrill's gate or the Dragon Age style RPG. We just need allegorical fables, farts and all.
Matt Purslow is an advanced feature editor for IGN.