Buried like a cursed treasure at the end of this week's episode of the official Xbox Podcast was an update on Playground Games’ eagerly awaited Fable. Labeling it "treasure" due to the rare glimpse at gameplay, yet "cursed" because of the inevitable delay it announced: the game, originally slated for release this year, is now set to launch in 2026.
While delays can be frustrating, they often signal a dedication to creating a richly detailed world that deserves the extra time to flourish. As we wait, it's the perfect opportunity to dive back into or discover the Fable series. I highly recommend revisiting Fable 2, the pinnacle of the series, and (re)discover the unique and quirky RPG experience that Lionhead Studios crafted back in 2008.
By today's standards, Fable 2 stands out as an unusual role-playing game. Even compared to its contemporaries like Fallout 3 and BioWare's early 3D titles, it remains singular in its vision. While it follows a traditional campaign structure with a linear main story and eclectic side quests, its RPG mechanics diverge significantly from the complex stat systems of games like Oblivion and Neverwinter Nights. Fable 2 streamlines these aspects, making it incredibly accessible, even for those who might find a D&D character sheet as decipherable as ancient hieroglyphics.
The game simplifies character progression with just six main skills affecting health, strength, and speed. Weapons have a singular damage stat, while armor and accessories lack such complexities. Combat, though prevalent, is more about swashbuckling fun, enhanced by creative spellcasting, such as the amusing Chaos spell that makes enemies dance and clean floors. Even death in Fable 2 is lenient, penalizing you only with a minor XP loss.
Fable 2 is the perfect RPG for those new to the genre. When Oblivion's expansive world of Cyrodiil might have seemed daunting to newcomers in 2008, Fable 2's Albion offered a more manageable set of smaller, easy-to-navigate maps. With the help of your loyal dog, you can explore beyond the main paths to uncover secrets like buried treasure, sunken caves, and the intriguing Demon Doors. This design creates a sense of scale and opportunity beyond its actual size, though Albion's geography remains somewhat linear, guiding you from one landmark to another rather than allowing you to get lost in the traditional sense.
While Albion's physical world might not match the vastness of BioWare's Infinity Engine games or Bethesda's Morrowind, it shouldn't be judged by the same metrics. Fable 2 prioritizes a world bustling with life over sprawling landscapes. Viewing it through the lens of a game like The Sims reveals a remarkable simulation of society.
Albion functions like a living, breathing organism. Each day, as the sun rises, its inhabitants start their routines, with town criers announcing shop openings and closing times. Much like in The Sims, every citizen has an inner life driven by personal preferences and societal roles. Through a variety of gestures, you can interact with NPCs in ways that delight, insult, impress, or seduce them. A well-timed fart can send pub patrons into fits of laughter, while mocking children can send them running to their parents. These interactions allow you to influence the people of Albion, either charming them with your heroism and quirks or repelling them with your villainy and rudeness. Few games achieve such a reactive and lively world as effectively as Fable 2.
As a Hero, you're destined for grand adventures, but Fable 2 shines when you immerse yourself in its society. Almost every building in Albion is purchasable, from homes to shops, using money earned through various jobs. You can become a landlord, setting rent prices, or personalize your home. The game even allows you to pursue romance with NPCs by using their favorite gestures, leading to marriage and children, creating a sense of genuine life despite the artificial nature of its components.
Few RPGs have replicated Fable's approach to societal integration. Even the acclaimed Baldur's Gate 3 lacks the organic romances and property market dynamics found in Fable 2. However, Red Dead Redemption 2 comes close with its responsive world and NPC interactions, suggesting a potential modern touchstone for the new Fable to emulate.
Peter Molyneux, the founder of Lionhead Studios and lead designer of the Fable series, has always been fascinated by the dichotomy of good and evil. This theme, established in Black & White, continued through the Fable series. Fable 2's approach to morality is starkly binary, with choices between absolute good and absolute evil. This simplicity leads to comedic extremes, such as deciding to clear pests from a warehouse or destroying all stock, or tormenting a jilted lover versus marrying her. While modern RPGs often focus on nuanced moral choices, Fable thrives on its clear dichotomy, allowing players to embody the most heroic or villainous character imaginable.
It remains to be seen if Playground Games will capture this essence in the new Fable. The recent development update included 50 seconds of pre-alpha gameplay, which didn't fully convey the authentic Fable experience, except for the iconic chicken kick. The footage hinted at a more detailed world with an open structure, suggesting fewer restrictions than the original games. A glimpse of a bustling city filled with life offers hope that Playground will maintain the Sims-like societal simulation that made Fable 2 unique.
With the release still a year away, now is the perfect time to revisit Fable 2. It's essential for understanding why it's so cherished and why Playground Games must preserve its quirks. What we need is not a Fable reimagined as another Witcher or Baldur's Gate clone, but a true Fable, complete with its distinctive humor and charm.