Fable
2004
- role-playing (rpg)
- adventure
- action
- fantasy
- historical
- sandbox
- open world
- single player
The story
In Fable, the players' every action determines their character's skills, appearances and moralities. Life stories are created from childhood through adulthood and on to old age. Players may choose the paths of righteousness or dedicate their characters' lives to evil; observing as they transform into reflections of their actions and decisions. As players' characters develop, the world reacts to them and their actions. People comment on their successes, failures, appearances and behaviors. Their many opinions are expressed through applause, mockery, trepidation, panic and even flirtation. With each person characters aid and every creature they slay, the world is changed forever. In Fable, gamers decide: "Who will I be?"
What it’s like
Sunlit village greens, storybook colour, and rain-slick cobbles in a warm, slightly tilted medieval countryside, with the music cycling through pastoral strings and cheerful folk tunes that turn ominous after dark. The mood is cheerful with a streak of mischief, a gentle adventure that can tip into grim or cruel depending on how you play. Combat is brisk and cartoonish: swords, bows and spells, with blood and undead ghouls handled in a comic register rather than gore, though murder and revenge are part of the story if you choose them. Time moves through days and seasons, so the pace is unhurried, a wander-and-do sandbox broken up by pubs, fishing, dice games and a looming deadline. Its people are sketched broadly, and the arc follows a childhood hero whose choices gradually stamp their looks, reputation and manner onto them. It suits a rainy weekend or a comfort-replay evening for players who want an open world with a light, playful touch and a moral dial they can turn either way.
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