Buried deep within this week's Xbox Podcast was exciting news about Playground Games' highly anticipated Fable: a gameplay sneak peek! Unfortunately, this treasure came with a curse—a delay. Initially slated for release this year, Fable is now set for 2026.
While delays are rarely welcome, they often signal a game striving for excellence. Hopefully, this extra time allows Fable’s richly detailed world to fully flourish. But let's not waste this extra year! Now is the perfect time to revisit (or discover) the Fable series, particularly Fable 2, a standout entry that showcases Lionhead Studios' unique RPG vision.
Even by today's standards, *Fable 2* remains unusual. Compared to its 2008 contemporaries (like *Fallout 3* and early BioWare 3D titles), its vision is truly singular. While boasting a traditional campaign structure with a linear main story and side quests, its RPG systems are remarkably streamlined. Forget complex stat blocks; *Fable 2* is incredibly approachable, even for RPG newcomers.Only six main skills govern health, strength, and speed. Weapon damage is the sole combat stat; armor and accessories lack similar intricacies. Combat, though frequent, is delightfully lighthearted, enhanced by creative spellcasting (like the hilarious "Chaos" spell). Even death is forgiving—a minor XP penalty is the only consequence of losing all hit points.
Fable 2 is the perfect RPG for those new to the genre. In 2008, Oblivion's vast world could feel overwhelming. Fable 2's Albion, however, offered manageable, easily navigable maps. You can freely explore, aided by your canine companion, uncovering hidden treasures, caves, and challenging Demon Doors. This creates a sense of scale exceeding the actual map size. Albion isn't a world to get lost in traditionally, but its structure focuses on a bustling, vibrant world.
Albion's geography pales compared to Morrowind or BioWare's Infinity Engine worlds. But judging it by modern standards is unfair. Fable 2 prioritizes a living, breathing world. Consider it a remarkable social simulation, akin to The Sims.
While your character is a Hero, Fable 2 is most engaging when you immerse yourself in society. Buy houses and shops, work various jobs (woodcutting and blacksmithing offer strangely soothing minigames), become a landlord, and even woo NPCs to start a family. While individual elements feel artificial, the combined effect creates a genuinely remarkable sense of life.
A well-executed fart might have the patrons of a pub howling into their beers. Few RPGs have matched this level of social interaction. Even Baldur's Gate 3 lacks comparable organic romances and property market mechanics. However, Red Dead Redemption 2 offers a similar, albeit more refined, experience. Its detailed NPCs react believably to your actions, and meaningful interactions can have lasting consequences. If the new Fable aims to stay true to its roots, it should learn from Red Dead Redemption 2's living world, rather than mimicking current tabletop-inspired RPGs.
Playground Games must also maintain Fable's British humor, its witty satire, and its memorable cast of characters (already evident with Richard Ayoade and Matt King). Crucially, they must preserve Lionhead's approach to good and evil.
The footage hints at a more expansive world than previous entries, with less restrictive gameplay. The city's appearance, dense and full of life, suggests Playground has retained Fable 2's social simulation. I eagerly anticipate interacting with its inhabitants.
But all this is a year away. In the meantime, revisit Fable 2. It's a beloved classic for a reason, and its unique qualities should inspire Playground Games. We don't need a Witcher or Baldur's Gate clone; we need Fable, warts and all.