Fable 2

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Fable 2 (working title)
Developer(s) Lionhead Studios
Publisher(s) Microsoft Game Studios
Designer(s) Peter Molyneux
Engine Custom in-house
Release date(s) 2007
Genre(s) RPG
Mode(s) Single-Player
Platform(s) Xbox 360
Media DVD-ROM

Fable 2 is an upcoming video game for the Xbox 360, in development by Lionhead Studios and will be published by Microsoft Game Studios. It is a sequel of Fable and Fable: The Lost Chapters. Announced in 2006, a 2008 release date is planned [1]. The game will take place in Albion, 500 years after Fable's setting, in a colonial era resembling the time of highwaymen, but guns are still primitive, although the entire area is more developed, with huge castles and cities in the place of towns.

Contents

At the X06 speech about Fable 2 on September 29th 2006, Molyneux revealed the beginnings of the storyline (the rest of the speech is transcribed here):

Now let’s talk about the story, let’s talk about the opening of the story, as I said, you can be a man or a woman, the story starts in classic computer game style. It’s all about this bird, this regal bird, flying through this, oh this amazing, incredible landscape, through, down valleys, over mountaintops, through city streets, the bird just comes to rest on the top of this, this tower, and, it takes a dump. The camera follows the dump down, it comes down, the crap lands on this kid’s head - that’s you. Anyway, That’s the style of the game. You’re nobody, you’re nothing, you live in the sewers, everybody, you know, just disregards you. Your destiny is to be a truly great hero ...
The story has a baddy, who’s Lucien, we’re trying to make him the most cruel baddy you’ve ever seen, not evil, cruel. He is destined to build this tower, called the spire, that tower will end up five miles high, what you do with that tower is very much dependent on how you play the game, we are really going in, and anyone that saw the talk with Peter Jackson this morning and heard some of the things that I said will realize that I’m really into the world and the story connecting with you, what you are, so you will find the story slightly different when you play it, but you still will be able to talk about that, you are destined, in that story, to bring together a group of heroes rather like the Magnificent 7.

'The player will encounter a dog that will stay with you for the rest of the game. Molyneux has stated that the dog is an attempt to get the player to care, to experience love, when he announced this feature at the GDC 2007. Every dog will be unique in some way and morph depending on a variety of factors such as alignment. The dog will assist the player by alerting him to threats (although never giving the player away) and so completely replacing the minimap, and attacking whatever enemies the player is weakest to, depending, for example, on the weapon drawn. In a recent interview and game demonstration Molyneux showed some of the interactions you can have with your dog including buying toys, playing fetch and rewarding or punishing your dog for its behavior.'

Obeying three main laws (do not aggravate the player; unconditionally love the player and self-preservation), the dog features advanced AI. Although the dog is not directly controllable, it will respond to the player's actions; moving to attack will bring it to attack, running somewhere will have the dog run. Behavior is context-specific, and the dog will stay much closer in towns or when the player is hurt than when outside. He is, to a degree, trainable using expressions. [2]

Another mechanism to get the player to care are families. The player is able to chat up anyone (of any gender) and get married. The player may have protected or unprotected sex with NPCs of the opposite gender, which may result in a child. The child's looks will depend on those of his parents, and his attributes will be dependent on the player's actions and alignment. Evil heroes' children will be evil while giving your family a great house and money will lead to spoiled, fat kids. [3] [4]

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