21 October 2008
Fable II
Fable II’s generous and forgiving template isn’t one that many games choose to follow, but it proves convincingly that if you’re clever enough, you can create a consistent challenge without resorting to mindless punishment, and you can craft a sharply told story that still has room for the player to express themselves within. Inclusive and often thought-provoking, this is a daring portrait of a game-world with all the failure cut out, and it’s hard not to love a game that loves you so much in return. Fable II will charm you, thrill you, and leave you very, very happy.
(Eurogamer, 10/10)
Invest in Albion, its inhabitants and its history; embrace the power you’re afforded to shape yourself and the world around you and Fable II is an astonishing achievement. It’s not an easily definable, singular vision but an impressive, unparalleled attempt at empowering the player in ways no other game has before. While individual elements might struggle to shine on close scrutiny, it’s their harmonious integration that makes Fable II such a captivating, unforgettable experience. Yes, it breaks little new ground by traditional RPG standards but no game has come close to offering the kind of surprising, compelling, emotional immersion that permeates Fable II. It’s a game that rewards experimentation and exploration, not dogged single- minded persistence, in subtly brilliant ways. And while it’s true that my fat, greedy whore- killing hero has probably had his time in Albion, the world’s constant flux means the game still has other stories to tell — and I’m looking forward to hearing them all.
(IGN, 9.5)
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