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Don't Wait For Fable, Play Fable 2 Instead

Author : Ellie Update:Mar 17,2025

Hidden within this week's Xbox Podcast was exciting, albeit bittersweet, news about Playground Games' Fable. A rare gameplay glimpse was revealed, but unfortunately, it came with a delay. Initially slated for this year, Fable's release is now pushed to 2026.

While delays are rarely welcome, they often signal a commitment to quality. Hopefully, this extra time allows Fable to fully flourish. In the meantime, there's no better opportunity to revisit the Fable series, particularly Fable II, a standout entry that deserves renewed attention.

PlayEven by today's standards, Fable II remains remarkably unique. Compared to its 2008 contemporaries (like Fallout 3 and BioWare's early 3D RPGs), its vision stands apart. While featuring a traditional campaign structure, its RPG systems are surprisingly streamlined. Forget complex stat blocks; Fable II simplifies things, making it incredibly accessible to newcomers.

Six core skills govern health, strength, and speed. Weapon damage is the only stat to consider for weapons, with armor and accessories lacking similar complexities. Combat, though frequent, is lighthearted swashbuckling, enhanced by creative spellcasting (like the hilarious Chaos spell). Even death is forgiving, resulting in only a minor XP penalty.

Fable II is the perfect RPG for those new to the genre. In 2008, Oblivion's vast world might have felt overwhelming. Fable II's Albion, however, offered manageable, interconnected maps. You can freely explore, aided by your canine companion, uncovering hidden treasures and solving puzzles like the Demon Doors. This creates a sense of scale beyond the actual map size. Albion's geography is linear, guiding you along set paths, preventing getting truly lost.

Albion's physical size pales compared to the expansive worlds of BioWare's Infinity Engine games or Morrowind. However, judging it by modern expectations is unfair. Fable II prioritizes a vibrant, bustling world over sheer size. Viewing it through the lens of The Sims reveals its remarkable social simulation.

The town of Bowerstone is full of simulated, authentic life. | Image credit: Lionhead Studios / Xbox
Albion operates like a living organism. Citizens wake, work, and sleep, following daily routines. Town criers announce events, mirroring the dynamic nature of The Sims. Each citizen has their own personality, reacting to your actions through a range of gestures. You can charm them with kindness or repel them with rudeness. This level of reactive NPC interaction is unparalleled.

While you're a hero destined for grand adventures, Fable II shines when you immerse yourself in its society. You can buy properties, becoming a landlord or decorating your home. You can even woo NPCs, leading to marriage and family. These elements, while individually artificial, create a genuine sense of life.

A well-executed fart might have pub patrons howling with laughter. Few RPGs have replicated this level of social interaction. Even Baldur's Gate 3 lacks Fable II's organic romances and property market. However, Red Dead Redemption 2 offers a similar experience, with its responsive NPCs reacting to your actions. Meaningful interactions can have lasting consequences, showcasing a level of depth reminiscent of Fable II's societal simulation. If the new Fable stays true to its roots, it should learn from Red Dead Redemption 2's living world.

Playground Games must also preserve other key elements. Fable's British humor, witty satire, and a memorable cast of characters are crucial. But most importantly, it must retain Lionhead's approach to good and evil.

Fable 2's combat is simple, but its enemy designs are gorgeous reinterpretations of fantasy staples. | Image credit: Lionhead Studios / Xbox
Peter Molyneux, Lionhead's founder, has a fascination with good and evil. This binary choice was central to Black & White and continued throughout his career. However, Lionhead's approach differs from the nuanced choices in The Witcher or BioWare games. Fable II embraces extremes, offering stark choices between angelic and demonic paths. Early quests highlight this, forcing you to choose between helping or harming. This binary approach works because it focuses on extremes rather than a gray area. The sequel expands on this, allowing your actions to shape your reputation. Moral choices often feel underwhelming when focusing on the middle ground; Fable II allows you to go full villain and it works because of the simplicity of the choices.

PlayIt remains unclear if Playground Games will capture this essence. The 50 seconds of pre-alpha footage showed a more detailed world, suggesting a less restrictive open world than its predecessors. A dense city hints at a possible continuation of Fable II's social simulation.

However, all this is a year away. In the meantime, revisiting Fable II is highly recommended. It highlights the importance of retaining Fable's unique elements. The new Fable shouldn't be a Witcher, Baldur's Gate, or Dragon Age clone; it needs to be Fable, in all its quirky glory.

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