

Well, despite having so many features in common, the "newer" Fable lacks emotional depth. Yes, Peter Moloneux has stated often before this game's release that he wanted real human emotion in his game. Like many developers before him, his intention was to include an outlet to further validate your choices as a good and evil character. By giving the player more attachments, the developer can weigh your morality choices in a more profound manner. As a result, you are given a dog and a family that morphs into your morality alignment. Be it good or evil, the "world" changes based on your actions and decisions. Its been done multiple times before and often times its done with shallow panache. This time it seemed that Peter Moloneux would succeed, thus driving forth a revolutionary new concept in the RPG genre.
It however did not accomplish or fill any of these lofty expectations. Instead, the player is forced to care for an annoying furry animal. Yes, it saves you in the very beginning of the game and it adds nostalgic value, but that is the extent of its usefulness. It exists as nothing more then a glorified item finder, and as such is a very detached character from the overall game play. Even your family exists as nothing more then a virtual high five. They applaud your good deeds and condemn your evil actions. How am I supposed to pour care and devotion to something that feels so cold and robotic?
The first game does away with these superfluous concepts. It offers an often times cliched childhood story of revenge but it does so with emotional weight. (to be continued)
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