July 26, 2008
Fable 2 Info on GameStop
Check Out The Sneak Peek Information and Get In Line To Order Your Copy Of Fable 2 for The XBox 360 Play System:
" Designer Peter Molyneux guides us on yet another journey through the world of Fable 2, focusing on character and environmental customization.
At a recent Microsoft press event, we caught another glimpse of Fable 2, the upcoming sequel to the 2004 Xbox action role-playing game. As it happens, our time with the game was spent--and guided--by none other than Lionhead designer Peter Molyneux. Unlike his last few presentations, this demo didn't have a particular theme to it, such as dogs or co-op gameplay. Instead, Molyneux went on about all sorts of features that players can expect to see when the game is released this autumn, including facial expressions, changing environments, and even a bit of bird poop.
The designer began by letting us know that Lionhead Studios has finally reached the point where the development team has stopped adding features to the game. Now, the team is focusing on fixing bugs and adding polish. This was evident in the game's visuals: Because we were seeing an early version of the game, the graphics seemed a bit choppy in certain spots, but those rough patches were overshadowed by hitch-free moments that led us to believe the game will wind up looking really good. The art style is very similar to that of the previous game, but now, cities and outdoor environments look far more detailed and vibrant.
Once Molyneux went over the basic details, the designer began the demo with the game's introductory sequence. In a tongue-in-cheek style, indicative of the game's somewhat humorous tone, this cinematic begins with a bird soaring over your home city of Bowerstone and ends with it perching on a ledge as it defecates right on your character. From here, we were introduced to the first of many companions who will guide you through the story: your sister. Through the game, you'll be accompanied by a series of companions who will travel with you through several chapters of the story. However, Molyneux was eager to suggest that you may not be required to pay even the slightest bit of attention to them as you play--it'll be completely up to you.
Soon after, Molyneux pointed out a key feature about Fable 2's interface: There's no longer any minimap to guide you around. This has been replaced by what's being referred to as a "breadcrumb trail," a glowing line on the ground that guides you to the next important scene. This trail brought us to a police officer who offered to give us a little work to help make his job easier. Because you and your sister begin the game as impoverished street urchins, you'll probably find this offer to be an intriguing one. The officer handed us five warrants for criminals being sought for arrest. From here, we had the option to find the fugitives and bring them back to the police for a little extra scratch or earn even more money by simply selling the warrants to the criminal fraternity, which essentially grants those thugs their freedom.
This was done to demonstrate what Molyneux is calling "dynamic regions." This little neighborhood in Bowerstone will be shaped by your choice in the situation. If you do the right thing by bringing the criminals in to justice, 10 or so game years down the line, this area will become a bustling haven for trade and shopping. If you side with the crooks, it will become a run-down ghetto filled with crime and vice. When players drop by your version of Bowerstone for a little co-op, Molyneux told us, they could wind up seeing an entirely different city from what they've shaped in their own stories.
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Dalton Haile aka Wyverex Google Me