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Friday, September 3, 2010

Walking Up Fable III's Road to Rule

Five hours in Albion ain't enough.

After playing Fable III for five hours, I get one distinct impression: this is not a role-playing game for folks that dislike them, but is instead for gamers that truly want to like them but are turned off or overwhelmed by the minutiae. This is precisely why my lengthy demo session was so favorable. After multiple attempts over the last two or three years to dive deep into so-called hardcore RPGs and being put off by incessant battles for incremental character improvements, Fable III's urgent narrative and multiple accessible systems – combat, item management, and questing – seemingly cut through the weeds.

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