By Edge Staff
July 29, 2010
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CORONATION CHICKEN
Players of Fable II will recall the hassles of burrowing through the game’s many lists and menus. Fable III introduces The Sanctuary, to which you instantly teleport by pressing Start. “You can do pretty much anything there that you could do from a 2D menu, and there’s no load time,” says Molyneux. As UI nerds, we’re a little sceptical, but it does indeed take only a matter of seconds for us to dash into the clothing room and don a chicken suit. From The Sanctuary you can also observe your kingdom with a zoomable, moving 3D map. It conjures thoughts of Molyneux’s previous god games, but although you can set the tax rate, Atkins tells us that Fable III stops short of being Populous.
Lionhead’s exuberant founder Peter Molyneux knows something about making big promises. And now, with Fable III, he has made a game all about how difficult they are to keep. The third instalment in the genre-blending fantasy adventure is a game of two halves – as the first part unfolds, you find yourself begging support for your bid on the throne of Albion. And then later, you discover that those who’ve helped you take the crown expect you to return the favour.
The problems that then arise are an evolution of the series’ hallmark moral choices. It’s a thread that runs throughout Lionhead’s catalogue – games as polarising personality tests – no better epitomised than by god sim Black & White, in which you cultivated a creature to angelic or demonic extremes. Similarly, every decision in Fable and its first sequel sent the moral compass swinging between opposites – the cumulative results reflected in your avatar’s appearance. Choice and consequence take on big roles in the developer’s third outing to Albion, but Lionhead is keen that morality is no longer a trivial decision between horns or halos. With your hero as king, your decisions are dramatically reshaped in the light of regal responsibility and complicated by realpolitik: doing as you might wish just isn’t always practical.
Lionhead chief, Peter Molyneux
“I think it should be so much more sophisticated than ‘Do I want to be a psychotic killer or do I want to be Mother Teresa?’ That’s what most moral choices come down to,” says Molyneux. “I want to know what you’re going to do with power. I think there is an analogy with today’s world, and someone like Obama. He had the coolest presidential campaign ever. Literally, you had the world stopping and cheering when he was elected. And here we are over a year later and it’s now cool in America to bash Obama. A lot of leaders seem to age and whither within a few weeks – personally I’m looking forward to seeing David Cameron age a little bit, but there you go. Part of that experience is in Fable. When you become ruler, promises turn out be a lot more difficult to follow through on – like closing Guantanamo Bay.”
And what would be a Fable III equivalent of Guantanamo Bay? “Throughout the game you see these poor kids working in these factories,” says Josh Atkins, Fable III’s lead game designer. “Along the way you get an ally who says to you: ‘I really want you to make Bowerstone [one of Albion’s main cities] a better place, get the kids out of the factories and workhouses and into schools’. But you come to a point where you have to decide against a counterbalance of limited time and money.”

The game's locations are as charismatic as its characters

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I want to know more about the Kinect controls for Fable III.