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Don't Wait For Fable, Play Fable 2 Instead

Authore: SebastianUpdate:Mar 18,2025

Buried within this week's Xbox Podcast was exciting, albeit bittersweet, news about Playground Games' Fable. A rare gameplay glimpse was revealed, but unfortunately, accompanied by a delay. Initially slated for this year, Fable's release is now pushed to 2026.

While delays are rarely welcome, they can signal a richer, more refined experience. This extra time could allow Fable's world to truly flourish. But why wait idly? Now's the perfect opportunity to revisit (or discover!) Fable II, the series' high point—a truly unique and strangely captivating RPG from Lionhead Studios (2008).

By today's RPG standards, Fable II is unusual. Even compared to its 2008 contemporaries (Fallout 3 and early BioWare 3D titles), its vision is singular. While featuring a traditional campaign structure with a linear main story and side quests, its RPG systems are remarkably streamlined. This makes it incredibly accessible, even for RPG newcomers.

Only six main skills govern health, strength, and speed. Weapon damage is the only significant stat; armor and accessories lack comparable stats. Combat, while frequent, is delightfully lighthearted, enhanced by creative spellcasting (like the hilarious Chaos spell). Even death is inconsequential—resulting in a minor XP penalty.

Fable II is the perfect entry point for RPG newcomers. In 2008, Oblivion's vast world might have felt overwhelming. Fable II's Albion, however, offered manageable, interconnected maps. You can freely explore, aided by your canine companion, uncovering hidden treasures, caves, and challenging Demon Doors. This creates a sense of scale and adventure that surpasses the game's actual size. Albion's geography is somewhat restrictive, guiding you along linear paths. It's not a world designed for getting truly lost, but for experiencing a vibrant, bustling society.

Albion, while not as geographically expansive as Morrowind or BioWare's Infinity Engine worlds, shouldn't be judged by those standards. Fable II prioritizes a living, breathing world. Consider it a remarkable societal simulation, akin to The Sims.

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The town of Bowerstone is full of simulated, authentic life. | Image credit: Lionhead Studios / Xbox

Albion operates like a complex, organic mechanism. Citizens wake, work, and sleep, with town criers announcing daily events. Each citizen possesses a unique personality, reacting to your actions through an extensive library of gestures. You can charm them with kindness or repel them with rudeness. Fable II masterfully creates reactive NPCs and a truly alive city, unlike any other game.

While your character is a Hero, Fable II is most engaging when you immerse yourself in its society. You can buy and manage properties, work various jobs (woodcutting and blacksmithing are surprisingly soothing!), woo NPCs, and even start a family. The individual elements feel artificial, yet the overall effect is remarkably realistic.

A well-placed fart might send a pub into uproarious laughter.

Few RPGs have replicated this. Even Baldur's Gate 3 lacks Fable II's organic romances and property market. However, Red Dead Redemption 2 provides a similar, albeit more polished, experience. Its detailed world features reactive NPCs who remember your actions, rewarding kindness or punishing rudeness. If the new Fable aims to honor its roots, it should learn from Red Dead Redemption 2's living world, rather than mimicking current tabletop-inspired RPGs.

Playground Games must also maintain Fable's uniquely British humor, witty satire, and a memorable cast of characters (as seen with Richard Ayoade and Matt King in trailers). Crucially, they must retain Lionhead's approach to good and evil.

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Fable 2's combat is simple, but its enemy designs are gorgeous reinterpretations of fantasy staples. | Image credit: Lionhead Studios / Xbox

Peter Molyneux, Lionhead's founder, has always been fascinated by the good vs. evil dichotomy. Fable II, however, embraces a stark binary choice—pure good or pure evil, with no grey area. This comedic extremism is evident in quests offering extreme choices (save children or burn them alive). This approach, while simplistic compared to modern RPGs, works brilliantly. The game's reactive world reflects your choices, shaping your reputation. Fable II's binary moral system allows for truly extreme playstyles, something many modern RPGs struggle to achieve.

Whether Playground Games will capture this essence remains to be seen. The recent gameplay footage, while showcasing a detailed world, didn't fully convey the spirit of Fable. However, the glimpses of a dense, lively city offer hope.

This new Albion seems far more open than its predecessors. The brief city shot, full of life, suggests Playground Games has preserved Fable II's societal simulation. I eagerly anticipate interacting with its citizens, from playful pranks to romantic encounters.

But all this is a year away. In the meantime, revisit Fable II. Its charm and unique qualities highlight what Playground Games must preserve. We don't need a Fable reimagined as a Witcher or Baldur's Gate clone. We need Fable to be Fable—farts and all.