Of course the touch mechanic can be used for positive things - relationships between players and other characters will, apparently, take on a new more meaningful dimension as a result of these extra ways to interact with each other. You'll be the one physically dragging them, kicking and screaming, to the chopping block. If you send someone to the executioner it won't just be a case of waving your royal wrist and having the guards take them away. Physical contact between characters is going to be an important mechanic in Fable III.
Similarly, your subjects will approach you with Judge Judy-grade quarrels for you to rule on, and it'll be completely down to you whether you release the accused or demand the forcible separation of their head from their body.Īdding gravitas to this interaction is what Molyneux calls the 'touch system'. Once your royal buttocks are warmly ensconced on the throne, you'll have to start deciding how many of those promises you're prepared to live by. During your rise to power you'll be forced to make the kind of promises that wily politicians make in order to gain support. Halfway through Fable III you'll ascend the throne to rule over Albion, and be presented with some tough choices as part of that. Dirty Politicsĭid we say kingdom? Yes, we did. There's also a war room with a living map that lets you observe the routines of the subjects in your kingdom.
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Apparently Cleese's character won't just be a series of canned comments, he'll be a fully fleshed out personality who'll comment on your adventures and decisions throughout the game. Hit a key and you'll be transported to your guild chambers, where you'll have a butler, voiced by the inimitable John Cleese, to guide you through your weapons and wardrobe while delivering As a substitute, Lionhead has swapped the information traditionally found behind a game-pausing menu and turned it into a physical space.
Molyneux reckons that most people are overwhelmed by the number of inventory items in RPGs and only end up using a small proportion of the thousands of objects included in those games, because it's not worth developing RSI in their mouse wheel finger. It's hardly surprising Peter Molyneux has become uncomfortable with giving Fable III the RPG label as it has taken shape.įor a start, the lists that hardcore role-players snuggle up to for comfort have been ditched. Fable III on the other hand has taken the role-playing rule book, soaked it in petrol, set it alight and then launched it over the battlements on a giant catapult.
Although it never came to the PC, Fable II was a refinement in almost every area over the original RPG.