![]() “He also took five percent of the entire tax income-the equivalent of billions of British pounds-and spent it on his personal wine cellar while many people were suffering from starvation and the plague. ![]() “Not only did he kill off his wives, but to do that he got rid of religion and replaced it with a new one,” he says. It’s then, and only then, that the choices of the player-now charged with absolute political power-affect the entire kingdom, rich and poor alike.ĭiscussing the importance of including this “flipside,” Molyneux points immediately to Henry VIII. Taking that to heart, Fable III’s second half explores the flipside of the hero’s journey: following the player after the person wins kingship over the mythical land of Albion. “Why end at potentially the most exciting bit?” asks Lionhead lead designer Peter Molyneux. Like the previous titles in this series, it follows the typical hero’s journey of a powerless, young character who accepts a call to a greater destiny and progresses through conflict to attain power. While the first Fable was inspired by folklore, and the second by King Arthur and Robin Hood, the third is modeled on the monarchs and the rebels, particularly of the Georgian and Victorian eras. But in the usual Fable fashion, the choices made in the game have a global effect on the kingdom’s subjects. Lionhead Studios’ Fable III takes players into the realm of monarchs during the 1700s, wherein they must lead a royal revolt against the tyrannical king. ![]() For what is character but action, and action, choice? Unlike its predecessors, however, Fable III takes the ramifications of the player’s choices beyond the individual and extends them to all of society. That’s the theme at the heart of Lionhead’s Fable III, the latest installment in the legendary RPG series and, quite possibly, the culmination of the vision Peter Molyneux’s Lionhead Studios had for the series back in 2005: A narrative guided by choice and consequence-unbroken by an overload of meters and menus-in which the world transforms in every way imaginable according to the player’s actions, ultimately revealing his or her true moral character. If fear introduces a man to himself, then so, too, does power.
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