Earlier this week we reported on news that Microsoft Game Studios partnered with IDV's SpeedTree software and also (semi-jokingly) speculated that Lionhead would be using SpeedTree in Fable 2. Well, we just wanted to say that we were 100% wrong about our speculation.
Sam from Lionhead Studios sent us a message to not only inform us that Fable 2 does NOT use IDV's SpeedTree software, but that their team is building their foliage and trees in-house and from scratch. Though, Sam did confirm that, early on, the dev team did look into using SpeedTree for Fable 2, but decided it wouldn't be right for their RPG baby. Oh, and just in case you were wondering, we've been told that each and every one of Fable 2's non-SpeedTree trees have approximately 120,000 leaves dangling from their branches. Oh, friggin' yeah.
So, there you have it. Fable 2 will not use SpeedTree and we were so very wrong to even joke about such a matter. We've slap our hands, yelled at ourselves in a mirror and as penance will be forcing ourselves to count each and every individual leaf on one of Fable 2's trees come launch day. It's the least we can do.
The Fable 2 development blog has posted the philosophy behind the achievements that will be available in their upcoming RPG. There are two primary points that probably stand out above the rest. First of all, there will be no secret achievements. None. The reasoning behind this, somewhat surprisingly, is that games with secret achievements sell fewer copies. Go figure. Second, the developers live by the philosophy that achievements should not be about grinding. In other words, don't expect to get achievements for killing X amount of monster X. Instead, combat achievements, for example, will be based on doing "cool stuff." We're already hoping for some sandbox achievements à la Crackdown. Then again, we seem to recall Peter Molyneux mentioning a grind-tastic achievement for owning everything in the entire game, so we'll see.
There will also be collection achievements, though Lionhead claims they shouldn't be repetitive but should instead inspire players to explore the world more fully. Morality achievements are planned as well, though Lionhead says that these achievements shouldn't keep gamers from playing the way they want to play, which is something Lionhead felt was missing from the morality achievements in Mass Effect. Of course, simple story achievements will be in the game as well, but frankly, we're probably most excited for the "stupid" achievements. Lionhead isn't gabbing about what exactly these are, but we've got a feeling virtual flatulence will be involved.
Okay, set aside that the latest edition of the Fable 2 video diary is mostly about world design and fixing bugs. That's great. It really is. It's good that they're doing all of these things. Now that we've said that, let us direct you to 4:06 in the diary handily embedded above. You know what it is? It's a player in Fable 2hopping a fence. If you've played the original -- and very constricted -- Fable, you'll know how momentous these precious seconds of footage are. There, we've said it. Now you can go about enjoying the meat of the diary. Enjoy.
You've got to love Hobbes, the little gremlin sword-fodder that littered the landscape of the original Fable. As you might expect, the Hobbes are making a return appearance in Fable 2, and Lionhead has released some official renders of how the creatures will appear in the game. Put simply, they look great. The models are super smooth, delectably ugly, and definitely a step ahead of those found in the original Fable. They just make you want to slice their little bellies open, don't they? Yes, they look like the perfect test for one button combat. We've added them to our Fable 2 gallery, along with some screenshots that we seemed to miss during the madness of E3. Check all the shots in the gallery below.
Okay, we might as well face it, we're not going to make it into Fable 2 as an NPC. That honor will go to exceedingly generous and wealthier people than us. How about this then: how would you like your very own title of dishonor to make it into Fable 2? See, in the first game, if you got enough people to hate you, you could "earn" the title of Arseface. Apparently Lionhead finds this title a little boring and wants something more distinctive the second time around. That's where you, the loyal fans, come in. Lionhead has sent out a call on the Fable 2development blog asking for gamers to submit their insults. The best one, in theory, will make it into Fable 2. We've seen some good ones already -- we're particularly fond of "Phlegmpot" -- but we know you can come up with better. Head on over to the blog and do your best worst.
After posting the rumor about an Xbox 360 game cancellation going to be announced this week, fanboys and the internet have been abuzz. Everyone is trying to figure out which Microsoft published title is getting the axe or if the rumor has any credibility. And today we're pleased to cross a few games off the list of cancellation possibilities with both Fable 2 and Alan Wake confirming that they're still in development and far from being canceled. Both studios were quick to distance themselves from this nasty cancellation rumor, confirming their green light status on their respective forums.
So far our top cancellation contenders have fallen through with Banjo-Kazooie 3, Alan Wake and Fable 2 all safe. So, what's left? We're done with our speculation, because honestly, we're starting to doubt the credibility of this rumor. But feel free to throw some more names out there, maybe more studios will start denying cancellation rumors and we can widdle down our potential list some more.
Read - Alan Wake denies cancellation Read - Fable 2 denies cancellation
Speaking to gamesindustry.biz, Peter Molyneux had some strong words for the ongoing games as art debate. When asked whether or not he considered games as art, Molyneux replied simply, "Of course they are." Elaborating on his point, Molyneux noted, "If art is described as something which promotes a reaction in you and lets you glimpse something that's more than reality - then yes, of course they're an art form." Naturally, one would expect a game designer to espouse such an opinion, but Molyneux does so with no doubt at all. When asked about games based on movies that sell more copies than more artistic games, Molyneux cites it as an example of an alarming trend in game design. Molyneux says that games are starting to lose their "Wow!" and that the industry needs to regain its sense of wonder. Of course, Molyneux hopes Fable 2 will accomplish this, noting that it isn't simply a big sequel with more of the same. "The point is," said Molyneux, "we can still do things that amaze people, and that's a fantastic position to be in." Indeed.
Lionhead Studios released a new Fable 2 video diary today, the third in the series, and it's available for download off their website or via the XBLM. The new video diary takes a behind the scenes look at the Fable 2 Central Technology Group, their role within the game's dev team and what they do to help make the sequel be game of the year quality. Not only do they talk the tech talk, but they also show off their Lionhead party skills and celebrate their 10th anniversary with a little costume party. Silly costumes, interesting commentary and British accents await your download, so go already and get the third Fable 2 video diary ASAP.
Peter Molyneux says it all the time. When you play Fable 2, he wants you to really feel something. As Eurogamer reports, Lionhead's staging director Georg Backer, who spoke in Molyneux's stead at GCDC in Europe, wants Fable 2 to be on par with movies and television as an entertainment choice. In order to achieve this end, Lionhead has been employing several techniques used in the movies and television to craft Fable 2. For instance, the company hired a sword master who worked on movies like Gladiator and Troy to help them design the combat. Lionhead has also worked with a film editor to better understand the best way to present the action to the player. Backer noted that realism isn't necessarily what's important. What's important, Backer said, is "that the drama is conveyed on-screen." Achieving such goals in the movies, says Backer, often involves distorting realism in favor of what conveys the proper meaning. "For us," said Backer, "this is a really new thing and we really desperately want to make sure that this drama and emotion gets pushed in games."
A noble goal indeed. Might we suggest the gang at Lionhead take some time to research BioShock while they're at it?
The latest episode of the Fable 2 video diary is now available on Xbox Live Marketplace (we also have it embedded at the top of this post, courtesy of Gamersyde). The latest episode, as you might expect, focuses on the combat of Fable 2. As you may have read right here on X3F, Fable 2's combat is all pulled from single button presses. Every action performed is based on the context in which it is performed. So, having an enemy up against a wall will produce a different action than, say, sneaking up from behind. The episode also tells us a little bit about how the animators created the combat animations (hint: they played with swords). Fable 2 fans should definitely give the video a look.
In another of our rapid fire, 4 minute interviews with Microsoft VIPs, we had a chance to chat with Peter Molyneux, mastermind behind Fable and the upcoming Fable 2. During our chat, we go in depth with Molyneux about the new scarring system employed in Fable 2. We also discuss the property system (which Molyneux is particularly fond of) and seafaring. And, just for grins, we ask about ninjas. If you'd prefer to listen to this interview (as well as interviews with Frank O'Connor, Brian "Ske7ch" Jarrard, and Peter Moore himself), you can check it out in our latest Fancast. Otherwise, read on.
You may or may not know this, but Peter Molyneux has something of a silver tongue. Having witnessed its power at GDC when he revealed "the dog," we weren't sure what to expect at the E3Fable 2 presentation. Of course, Peter employed that same silver tongue to describe the original Fable, which, while being a good game in its own right, wasn't exactly what he promised. So, when he told us that Fable 2's combat is controlled with one button, we were a bit skeptical.
After sampling the delights of Fable 2 (more on that soon) we had a little chat with Peter Molyneux about death. Specifically, we talked about how death would be treated in Fable 2. Typically, death in video games means loading the previous checkpoint or restarting a given level. According to Molyneux, such will not be the case in Fable 2. Instead, when overpowered and bested by an enemy, players will be left with a permanent reminder of their defeat: a scar. Granted, the scars are cosmetic, but they do affect how NPCs perceive the main character. The idea apparently came to Molyneux after watching Casino Royale, in which James Bond undergoes particularly brutal torture during one scene and finds himself in the arms of a woman during the next. According to Molyneux, "In Hollywood, heroes always win the day." That's all well and good, but what if you don't like the idea of being disfigured? Players will have two choices it seems: don't lose, or you can pay a hefty fee to keep your attackers from scarring you. Molyneux revealed that testers are willing to lay down hefty sums of gold -- 1000, which is enough to buy a hut -- in order to avoid scarring. So there you have it, you won't die in Fable 2 -- even bosses can't kill you, but they leave deeper scars -- but you'll pay a price (one way or another) for failing in combat.
Ladies and gentleman, boys and girls, Fablefans of all ages, the first Lionhead Video Diary is now available on Xbox Live Marketplace. You can also grab it from Lionhead's website. Of course, if you're not too picky about fancy res-molutions, you can watch it right here in this post. If you kept track of Fable 2 during GDC, then you won't find too much new information here, although you will get a few cursory glances at the game in development and a high resolution fly-through of some of the environments. Give it a watch and tell us what you think.
Note to Lionhead: let's put more gameplay into the next video diary, hmm?
Super Lionhead Studios fansite Loinhead scored an exclusive interview with the creative mastermind behind Fable 2 Peter Molyneux. And in the interview Molyneux talks a little bit about his past failures (Black and White 2), in-game combat, and hints at one of Fable 2's next big announcements ... death. Molyneux doesn't give any specifics to how death will be incorporated into Fable 2, but goes on to say that in other games when you die "you go back in time twenty minutes to do the same thing over again. That's fine if I'm playing a platformer, not so fine if you're doing an RPG game". So, traditional ways of dealing with death will not be good enough for Fable 2. But we've already known that Lionhead doesn't plan on taking the traditional path with the sequel (dog anyone?).
Check out more of Molyneux's candid discussion in Loinhead's complete video interview posted after the break.