Fable II (Xbox 360; $59.99; Rated M for Blood/Language/Sexual Content/Use of Alcohol/Violence; www.fable2.com)
"Fable II" the epic follow-up to the already epic "Fable" for the original Xbox improves on every area of the original's shortcomings, it is more ambitious, prettier, easier to play, and even more enjoyable- it is, however, not without some disappointing concessions.
"Fable II's" celebrity designer, Peter Molyneux knows how to create a hype when it comes to designing his games. For the original "Fable," he wanted to create a world where the player experienced the whole of the protagonist's life, from childhood to old-age- and where each decision the player made in the game affected the way the player was viewed and received both in terms of physicality and morality.
With "Fable II, " morality and choices have a much greater impact on the story and the world as a whole. Players have the ability to look into their dark hearts and be the most infamous beast that ever stepped into the land of Albion. If one so chooses, a player can go into a town, kill all of its citizens, buy up all of the houses and shops for dirt-cheap, and then rent out the entire town to newcomers at an oppressive price. Alternatively, one may choose to charge no rent for your property, while performing acts of purity such as defending a sacred religious landmark for a group of monks. No matter the choices, minstrels will sing your praises whenever you enter a town where your reputation is well-known by its citizens. To become truly evil takes acts of true corruption- for instance, human sacrifices; whereas to be truely good takes personal sacrifices of your own- both paths are thoroughly entertaining and make the "play as you like" mentality so much fun that you can't help but look forward to going through the game again as a different character.
Along with you for the ride is your faithful dog who acts as an alert to enemies and when treasure is nearby. Players can choose to be as nice or naughty to their dogs as is consistent with their character, but even evil-doers like to throw a ball to their pooch every once in a while. Did I find it ironic that I sat and played ball with my dog in "Fable II" as my own real labradors sat on the floor beneath my feet while I played? Yes. Yes I did. Was I surprised that I actually did care and bond with my virtual dog throughout the game and come to really enjoy his company by my side while I adventured? Absolutely.
Other original tweaks to gameplay that are successful in "Fable II" is the ability to always know where to go on a quest, thanks to a glowing trail of "breadcrumbs" to lead players in the right direction. In a world that is so large as Albion, it's easy to get lost and derailed from where you should be going in order to complete the main story arc of the game, the breadcrumbs make it more enjoyable to be able to divert your attention away from the main quest, to partake in the side adventures that flush out the world of "Fable II" (and there are a bunch of them), without losing track of where you should ultimately be going.
One-button combat, though seemingly simple, is also satisfying and allows for a surprising amount of variety to players who want to mix and match swords, crossbows, and magic during fisticuffs. The variety in spells and attributes that players can choose to improve is deep enough that no two players will probably go through the game in the same way. I personally like to slow time down and then get up close and personal with my blade, others will chose to hang back and pick off enemies by using ranged weapons. Again, "play as you like."
The big fail of "Fable II" is the total lack of flexibility or personalization in the cooperative play that was so highly anticipated. What was promised was to be able to take your fully realized character into a friends game online, and adventure together. Whatever gold, experience, or items you acquired while in your friends game, you'd take with you to your game. This is not the case with the finished project- online coop is incredibly limited, no customized characters can be used, and the screen is locked to a single camera which restricts player movement- an absolute shame for a game so ambitious. Maybe we can hope for a patch to change this in the future.
Nevertheless, even with these shortcomings, "Fable II" is impossible not to enjoy. It's size and scope is on par with "Grand Theft Auto IV" or "Fallout 3" and, as such, with just a few of these games in your library, you'll have more than enough game and entertainment to last you an entire year.