Some heroes are made when they rise to the occasion. Others build their reputations over time. This latter case is the subject of Fable: The Lost Chapters, a game in which you get to vicariously experience the life of an archetypal fantasy hero, and, in some respects, decide what eventually becomes of him. Originally released for the Xbox last year, Fable was one of the most highly anticipated games since the Xbox's debut, and the latest title overseen by visionary game designer Peter Molyneux since 2001's innovative Black & White. Like that game, Fable invites you to solve problems either by being good or by being evil, and to watch as the effects of your decisions gradually take a noticeable toll on your persona. Fable also features a number of novel elements, such as how your hero's appearance gradually changes with age, and how villagers respond differently to him depending on his reputation, looks, and other factors. These elements serve to significantly differentiate a game that's actually pretty straightforward in terms of how it plays. Beneath the surface, Fable is a well-put-together, but standard, action adventure, primarily consisting of lots of basic combat and running from point to point. Mind you, this is a decidedly great game, all in all. Its most interesting, riskiest features may lie at the fringes rather than at the core--but they're there.
If you're already familiar with Fable, you'll find that Fable: The Lost Chapters is essentially the same game, though it gains a significant amount of new content and now carries the budget price tag associated with the Xbox's Platinum Hits series. The new Lost Chapters storyline picks up immediately following the conclusion of the original Fable's main quest, challenging you to explore the treacherous north of the world of Albion and conquer a great threat lurking there. Featuring new places to explore, new items to find, and new monsters to fight, plus lots of new dialogue and cutscenes, the additional content of The Lost Chapters is at least as good as that of the original game, and it blends in seamlessly with the rest. It's like getting an expansion pack with the original, and The Lost Chapters helps address one of the original Fable's problems, which is that it was quite short. Fable veterans will need to play through the game again in order to get to the new stuff (your save files from Fable unfortunately don't transfer over) and the additional quests amount to only a few more hours of gameplay, if you play straight through. So while fans will surely enjoy the new content, it isn't necessarily enough to justify getting a second copy of the game, even for the low price. But if you're new to Fable, then read on--not only will you be better off because of all the stuff that's been added, but you'll also be in for a lively experience all around.
You begin Fable as a young child, and it's here that you're introduced to the game's moral alignment system, its sense of humor, and its dark edge--as well as its basic controls, which will be mostly intuitive if you've played other third-person-perspective games recently. Your first order of business is to earn a few gold pieces with which to purchase a birthday gift for your sister. Whether you make the money by being helpful or by making trouble is up to you. This initial choose-your-own-adventure-style sequence is quite impressive in the amount of freedom and variety it affords you, and it suggests that Fable will constantly challenge you to make moral decisions like the ones presented early on. For example, will you help a little kid fend off a bully, or will you join in on the bullying (or beat them both up)? These decisions are so ethically basic that they're not at all difficult to make, but it's still interesting to see how the game plays out depending on what you do. You'll discover, though, that Fable's introduction is not reflective of most of the quests, which don't give you many choices. At any rate, soon after you complete your first main task, something sinister happens. Fortunately for your young character, he is saved by an enigmatic man who transports him to the Heroes' Guild, where he is to be trained to become an adventurer.
Cut to your hero's teenage years. At the Heroes' Guild, you're instructed on how to fight with melee weapons, a bow and arrow, and the powers of will--otherwise known as magic. All three of these fighting styles are relatively simple to use, but they work well. It's possible to lock onto nearby targets, and you can switch between ranged and melee weapons easily. Melee combos are unleashed just by tapping the attack button repeatedly. Some foes will block your attacks, but you can penetrate their defenses either by maneuvering behind them or by using a slower, stronger, unblockable strike that becomes available after every few normal strikes. Archery works similarly but is more methodical--the longer you press and hold X, the more fiercely you'll draw your bow, resulting in significant damage per hit. The controller rumbles as your shot powers up, effectively giving you a tactile sense of when you're about to deliver a very powerful shot. It's possible to manually aim your arrows from a first-person perspective, but since you'll automatically lock onto targets using the shoulder button, this ability has no real value. Actually, archery may not seem altogether practical in Fable. It can be plenty effective, but since you'll be fighting most foes single-handedly, and most of them will quickly close the distance between you, toe-to-toe combat proficiency will seem like the obvious first choice. A few flying enemies will require you to put your unlimited arrows to good use, though.
Magic is unquestionably valuable in Fable. You'll start off with a simple lightning attack, but you'll be able to spend experience points on more than a dozen other different spells (and upgrades to those spells). There are spells that do such things as temporarily boost your strength and speed or temporarily cause time to slow down all around you, letting you easily outmaneuver foes. (Descriptions of these spells make them sound very useful, and, in fact, they are.) Magic is a little awkward to use at first, since you need to hold down the right shoulder button to access your spells, and then you have to press another button to cycle through your available spells if you have more than three. But this is easy enough to get used to, and worth getting used to sooner rather than later, because magic helps make Fable's frequent battles pretty easy, for better or worse.
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 supplies, 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 (and 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, 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 the 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 you'll gain bloodred 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 non-player 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.
For most of the structured gameplay, you'll be undertaking quests that are the stuff of standard-issue fantasy. Rescue missions, dungeon crawls, showdowns against powerful foes, and all the other clichés make their appearances in Fable. None of the quests take very long to accomplish, thanks partly to your hero's convenient ability to teleport around the world, as well as to the onscreen minimap that always points you in the right direction. Fable's quests offer a bit of varied challenge in how they allow you to "boast" for additional rewards by agreeing to take on bigger risks. Basically, you're able to take dares on certain quests, such as vowing to go through a mission "naked" (just in your Union Jack-emblazoned underpants, that is), or to slay every foe from the mission's beginning to end, or to complete your objectives in a certain period of time. These boasts can add an extra bit of challenge and variety, but they aren't really necessary. The penalty for a failed boast isn't severe, but if you fail the quest altogether then you have no choice but to restart that quest and keep trying until you succeed. It's strangely disorienting to be required to restart a simple side quest from the beginning when Fable is presumably a game about living with the consequences of your actions. Again, though, the game isn't hard, so the threat of having to replay quests doesn't turn out to be much of a problem.
As you complete your missions and slay opponents, you'll gain experience points, which you can spend to customize your character and how he actually plays. This leveling-up system is quite good, and unlike some of Fable's novelty elements, it actually adds depth to the gameplay. Basically, you'll get to improve your character's various abilities within three different pools: strength, skill, and will. Strength abilities influence your melee power, toughness, and maximum health. Skill abilities affect your speed, archery, the prices you get from merchants, and your ability to sneak. Will abilities govern your maximum magic power and available spells. Interestingly, you gain experience points in each of these three categories separately, as you fight using melee, archery, and magic, respectively. You also earn a fourth, general type of experience on top of that, which can be spent on any of the three ability sets. All abilities within each of the three pools are available right from the get-go, and it's a lot to take in. Fortunately, some helpful text and voice-over clearly explains how each option may be useful to you.
Though this system works very well, it discourages pure specialization. You might start out hoping to become the best possible fighter or magic user. But, eventually, you'll find yourself having to spend exponentially more experience for limited gains in your chosen field, versus spending relatively small quantities of experience points to gain proficiency in new skills. So you're almost certainly going to wind up as some sort of hybrid fighter/archer/wizard, though you'll still probably lean toward specific sets of skills, of which there are numerous viable combinations.
The sum total of Fable's elements is a decidedly interesting mix that invites, and often rewards, exploration and experimentation. That's great, but for what it's worth, the game doesn't entirely succeed at making you feel like you are the hero. The epic premise doesn't quite translate into an epic experience. This is mostly because the form and structure of the gameworld feel contrived. Fable consists of a sequence of relatively small, winding, interconnected maps, separated by brief but noticeable load times. The hero himself has no personality (and never speaks, except for a few short, gruff phrases when you make him emote), and the game's cookie-cutter non-player characters, while often amusing, don't come across as lifelike. Fable's juxtaposition of cheeky humor and surprisingly serious story themes also seems odd, as the humor tends to overshadow aspects of the story that otherwise could have seemed much more dramatic had the game maintained a more even tone. All of this makes the world of Fable seem very much like a sandbox (in which your imagination will be the key to your enjoyment) rather than a fully realized and cohesive fantasy setting--the kind that really draws you in and makes you feel like a part of it. In Fable, you'll often feel more like the director than like the star of the show.
Fable is excellent from a technical standpoint, featuring highly detailed visuals brought to life by soft, colorful ambient lighting, which gives the entire game an appropriately dreamlike, wispy look. Little details are everywhere, and character animations are nicely exaggerated, making the inhabitants of Fable appear larger than life. The various environments, which include your standard fantasy trappings like forests, swamps, caverns, and graveyards, are dense with color and little atmospheric touches. Weather effects look very real, and other effects for spells and such are also great. But the best-looking aspect of the game is certainly the hero himself and his gradual metamorphosis into whatever you're trying to turn him into. Watching your hero take shape over time is a one-of-a-kind experience that, in and of itself, encourages spending lots of time playing Fable.
The same is absolutely true of the audio, which is quite possibly the best part of the game. A beautiful classical-style orchestral score plays pleasantly throughout the story, changing its tone and mood effortlessly to fit each different type of setting and situation. Ambient sound effects match or even surpass the richness of the graphics. The voice acting (all of it is British) is of very high quality overall, and there's a ton of spoken dialogue to be heard. You'll occasionally hear some repeated lines as you wander through towns, and this is really the only strike against a game whose sound is amazingly well done.
Fable: The Lost Chapters is an imaginative game that's got enough remarkable, unique moments in it to make it shine. That many of these moments happen to be good for a laugh is all the better. It's true that the game's high points are not always frequent--its ambitions are evident but not always fulfilled, and its pervasively playful spirit is sometimes mired by convention. These trespasses are more than excusable, though. Regardless of how much time you ultimately spend playing Fable, you're not likely to forget the experience for a long while. Do bear in mind, though, that if you played the original, you'll have already experienced most of what the game has to offer, and fighting your way through all the old stuff again just to get to the few hours of new stuff might not be worthwhile.