Buried deep within this week's Xbox Podcast was exciting news about Playground Games' highly anticipated Fable – exciting, yet tinged with the familiar sting of a delay. Initially slated for release this year, Fable will now grace our screens in 2026.
While delays are rarely welcome, they often signal a commitment to polish and detail. Hopefully, this extra time will allow Fable's richly detailed world to truly flourish. But this extra year presents a perfect opportunity: dive into the Fable series, specifically Fable 2, a standout entry that showcases the unique RPG vision of Lionhead Studios.
By today's standards, *Fable 2* is remarkably unconventional. Even compared to its 2008 contemporaries, including *Fallout 3* and early BioWare 3D titles, its vision is singular. While featuring a traditional campaign structure with a linear main story and optional side quests, its RPG systems are refreshingly streamlined. This approachability makes it perfect for those intimidated by complex RPG mechanics.A mere six skills govern health, strength, and speed. Weapon damage is the sole stat to consider, with no comparable stats for armor or accessories. Combat, while frequent, is straightforward swashbuckling, enhanced by creative spellcasting (including the delightful "Chaos" spell). Even death is forgiving, resulting in only a minor XP penalty.
Fable 2 is the RPG for those new to the genre. In 2008, Oblivion's vast world might have felt overwhelming to newcomers. Fable 2's Albion, however, offered manageable, interconnected maps. Players freely traverse these areas, aided by a loyal canine companion, uncovering hidden treasures, caves, and challenging Demon Doors. This creates a sense of scale beyond its actual size. Albion's geography is somewhat restrictive, guiding players along linear paths, but this isn't a world designed for getting lost in the traditional sense.
Albion pales in comparison to the expansive worlds of BioWare's Infinity Engine games or Bethesda's Morrowind. However, judging it by modern or even contemporary RPG standards is unfair. Fable 2 prioritizes a bustling, living world. Consider it akin to The Sims—a remarkable simulation of society.
While the player is a Hero, destined for grand adventures, Fable 2 shines when fully integrated into its society. Buildings are purchasable, allowing players to become landlords or personalize their homes. Romantic pursuits are possible, leading to marriage and even parenthood. These elements, individually artificial, collectively create a genuine sense of life.
A well-executed fart may have the pub patrons howling with laughter. Few RPGs have replicated this. Even Baldur's Gate 3 lacks comparable organic romances and property market mechanics. However, Red Dead Redemption 2 offers a similar, albeit more polished, approach. Rockstar's recreation of the Old West boasts responsive NPCs who react believably to player actions. The interaction system feels like a refined version of Fable 2's gestures, impacting NPC relationships and potentially yielding future rewards. If Playground's Fable aims for authenticity, Red Dead Redemption 2's living world should serve as a benchmark, not current tabletop-inspired RPGs.
Playground Games must also retain several key elements. Fable's British humor, including satire of the class system, is crucial. A memorable cast of characters, similar to Hogwarts' teaching staff, is also essential (something Playground seems to have achieved with Richard Ayoade and Matt King). Most importantly, Lionhead's approach to good and evil must be preserved.
Modern RPGs prioritize player expression through complex choices exploring human behavior. Moral dilemmas are multifaceted, but Fable thrives on its binary nature. It embraces the extremes of heroism and villainy. The first game featured visual changes based on player choices, but Fable 2 perfected this. Quests branch into good or evil paths, shaping reputation and alignment. Moral outcomes often feel underwhelming due to their focus on the middle ground, but Fable 2's embrace of extremes allows for truly evil playthroughs.
Whether Playground Games captures this essence remains to be seen. The recent gameplay footage showcased a more detailed world than previous *Fable* games, hinting at greater freedom and a dense, living city. This suggests a commitment to the Sims-like societal simulation that made *Fable 2* unique.However, this vision is still a year away. In the meantime, revisiting (or discovering) Fable 2 is highly recommended. Its charm and unique qualities highlight the importance of Playground Games retaining its oddities. A Witcher or Baldur's Gate clone wouldn't be true to Fable's spirit. We need Fable to be Fable, warts and all.