Fable: The Lost Chapters Review

Fable is an imaginative game that's got enough remarkable, unique moments in it to make it shine.

The Good

  • Lively, beautifully envisioned gameworld is fun to explore  
  • Interesting, if slightly shallow, morality system causes your character to evolve  
  • Solid action and role-playing elements  
  • Outstanding presentation makes the game exciting to see and listen to  
  • The Lost Chapters adds some great new quests, extending the storyline .

The Bad

  • Main quest is quite short and linear  
  • Combat system can be exploited, thanks to some overpowered spells  
  • Character interaction is shallow.

You'll face a fairly diverse variety of foes during the course of the game, some of which will seem reasonably smart. Bands of bandits will fire on you with crossbows, switch to swords as you approach, and attempt to flank you. Undead will spring right out of the ground underneath your feet. Creatures resembling werewolves will lunge at you from all directions. Yet all these foes can be defeated handily in groups, using the same types of tactics. Fable's combat has a pretty good, solid feel to it as you wallop your foes with swords, axes, maces, crossbows, and more. But the combat isn't really a challenge once you inevitably figure out a few key tricks. Items that quickly or instantly restore your health will be available in copious supply, letting you recover your energies in a pinch, even in the midst of battle. You'll also probably end up hoarding numerous "resurrection phials," which automatically restore all your health should you be struck down. Once you learn Fable's controls and figure out its fairly complex leveling-up system, you'll have overcome its greatest challenges.

Of course, you won't be fighting hordes of foes while you're still training at the Heroes' Guild. After the training is complete, you're invited (rather awkwardly, via an onscreen prompt) to continue on to your hero's adulthood, the time during which the vast majority of Fable takes place. You can get through the younger years in about an hour, and the rest of the story is fairly brief and will take you maybe 10 or 12 hours on your first run, including the content of The Lost Chapters--that's if you ignore a few available side quests, though these don't pad the game's length much further. Fortunately, Fable's world is sprinkled with little hidden secrets--collectible special keys, talking demon doors challenging you to open them up in some obscure fashion, concealed treasure chests, and so forth--and these give the game some additional lasting value. Ironically, though, there isn't a clear incentive to play through the entire game over from scratch once you've finished it the first time. Yet, however you choose to spend your time with the game, you should be able to squeeze a good 20 to 30 hours out of it when all is said and done.

Fable's storyline, which is punctuated by an elegant sequence of paintings showing your hero's latest exploits, is mostly linear and starts slowly, after you get past the childhood prologue. Past the halfway point, it actually becomes fairly involved, since its few key characters become relatively fleshed out. However, the hero himself remains silent during all the proceedings, and all the moral decisions you've made have little effect on what happens or how it happens. The game does have multiple endings, depending on your morality and the ultimate decisions you make, but each version of the epilogue is very brief, and it's fairly easy to see the numerous different alternatives without having to play through the game from the beginning. This is partly because your character's morality can be reversed just by visiting one of two different locations in the game, respectively devoted to a good and an evil god.

All you need to do is pay a hefty donation and your evil or good deeds will be negated--and, toward the end of the game, you should have plenty of money to spend. The inclusion of these temples seems somehow unfortunate, as they can undermine the deliberate process through which your character's nature normally emerges. Furthermore, the fact that you may continue exploring the game's world of Albion even after you've finished the main storyline means that you'll be able to see most of what Fable has to offer without having to restart. Part of the appeal of role-playing games that purport to let you live by the consequences of your actions is that they offer significant replay value. However, that's not necessarily true of Fable, though the game does have lots of interesting peripheral content to explore on your first go-round. The thing is, you might miss it if you simply follow Fable's main quest, finish it, and reckon you're done. If that happens, you'll have experienced a quality action adventure game, but you will have missed out on most of what makes Fable special.

It's fun to see your character develop as you play. You can get a nice close-up look at the hero at any time at the touch of a button, and you'll see him visibly age and transform in other ways during his adulthood. It's possible to adorn your hero with different hairstyles and tattoos--which don't have much impact on gameplay (as you'd probably expect), but may nonetheless cause certain villagers to respond to you differently. Your clothing or armor can have a similar effect, but the most interesting visual changes to the hero occur as a result of your moral choices. Act evilly, and soon enough you'll sprout horns, walk with a hunch, and gain blood-red eyes; act like an angel and you'll gradually gain a divine aura around you. There's a dramatic range of appearances possible for your main character, and even though the variations are mostly cosmetic, it's still very impressive. Your character even becomes weathered and scarred from constant battle.

There are other aspects to Fable's personalization system worth noting. Your alignment will gradually give you access to various social gestures--a nasty insult if you're evil, or an apology if you're good, for instance. The Lost Chapters adds more on top of the original game's options. Using these in civilized settings yields results that are, at least, frequently funny. Ultimately, there really isn't much to character interaction in Fable. However, gesticulating in various ways and watching as villagers react differently to you based on your attire and reputation can be entertaining for a while. So can a few different tavern games available at the drinking establishments in Fable's handful of villages. The extracurricular activities don't stop there: You may also get married (and divorced), which is another fairly basic process that leads to some amusing results; expect your spouse to have some choice words for you whenever you change your appearance. You may purposely or inadvertently commit all kinds of different crimes while in town, from brandishing a weapon to breaking windows to shoplifting, and the guards will come looking for you if you do--you can pay a fine, flee, or try to fight them. There are other nice little details here and there. As day turns to night, villagers will light street lamps and shutter their doors. Taverns are always bustling with customers. The way the game's nonplayer characters act and respond to you eventually becomes pretty transparent, but messing around with them as though this were a virtual ant farm can be rewarding.

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