Buried deep within this week's Xbox Podcast was exciting news—and a slight disappointment—regarding Playground Games' highly anticipated Fable. The exciting part? A rare glimpse of gameplay. The disappointment? A delay. Initially slated for release this year, Fable is now set for 2026.
While delays are rarely welcome, they often signal a deeper level of detail and polish. Hopefully, this extra time will allow Fable’s richly detailed world to truly flourish. But while we wait, there’s no better time to revisit (or discover!) the Fable games, particularly Fable 2, a series high point and a truly unique RPG.
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 singular. While featuring a traditional campaign structure, its RPG systems are refreshingly approachable. Forget complex stat blocks; *Fable 2* simplifies things, making it accessible even to RPG newcomers.Six core skills govern health, strength, and speed. Weapon damage is the only stat to consider for weapons, and armor/accessories have no comparable stats. Combat, while frequent, is lighthearted swashbuckling, enhanced by creative spellcasting (like the hilarious Chaos spell). Even death is forgiving—losing all hit points results in a minor XP penalty.
Fable 2 is the perfect RPG for those new to the genre. In 2008, Oblivion’s vast world might have felt overwhelming, but Fable 2’s Albion offered manageable, easily navigable maps. Players freely traverse these areas, aided by a loyal canine companion, uncovering hidden treasures, caves, and challenging Demon Doors. This creates a sense of scale and adventure exceeding the game's actual size. Albion's geography is somewhat restrictive, guiding players along linear paths, but this isn't necessarily a drawback.
Albion pales in comparison to the vast worlds of BioWare's Infinity Engine games or Bethesda's Morrowind. However, judging it by modern or contemporary RPG standards misses the point. Fable 2 prioritizes a bustling, vibrant world over expansive exploration. Consider it akin to The Sims—a remarkable simulation of society.
Though players are heroes destined for grand adventures, Fable 2 shines when players immerse themselves in its society. Players can buy and manage properties, work various jobs (woodcutting and blacksmithing offer surprisingly relaxing minigames), woo NPCs, and even start families. Individually, these elements feel artificial, but collectively, they create a remarkably believable sense of life.
A well-executed fart may have the pub patrons howling with laughter. Few RPGs have matched Fable 2’s social simulation. Even Baldur’s Gate 3 lacks its organic romances and property market. However, Red Dead Redemption 2 offers a similar level of reactive detail, with NPCs responding believably to player actions. If Playground Games' Fable aims to recapture the magic, Red Dead Redemption 2’s living world should be its model, not current tabletop-inspired RPGs.
Playground Games must also maintain other key Fable elements. The uniquely British humor, witty satire, and a memorable cast of characters are crucial. But most importantly, Lionhead's approach to good and evil must be preserved.
Until then, revisiting Fable 2 is highly recommended. It's a reminder of what makes the series unique and why a simple clone of other RPGs wouldn't suffice. Fable needs to be Fable, warts and all.