Fable 3 review

I wonder if the crown would like to hold hands for a while?
The strongest memory I have from the entire Fable series is way back at it’s beginnings. My hero is old. Very old. Deeply wrinkled skin and baggy eyes stare out of a face framed with grey hair and a golden halo. He stares down at a woman who appears to be around half his age … his mother.
In a title packed with innovative features, it was this moment that defined the game for me, and remained with me all the way through the sequel. A prime example of a brilliant concept that’s execution was fundamentally flawed.
Which is the stigma that surrounds the series as a whole, if we’re honest, due in no small part to the over-enthusiastic promises of lead designer Peter Molyneux. After long ago promising not to discuss ideas that he can’t demonstrate, he’s actually said some rather interesting things in the lead up to Fable 3‘s release, but the one that caught my interest the most was the fact that Fable 3 would probably upset a great deal of gamers, most likely because the game has been redesigned to be less of an RPG and more of an action-adventure.
Now although that seems like a very strange thing to admit pre-release, and even though I’m generally a fan of RPGs, I took this admission as a promising sign. I figured Lionhead finally was sitting down to fundamentally rethink Fable and enhance what worked while fixing what didn’t.
But I guess I figured wrong.








