Last Update: 5/22/07
Fable 2
Fable 2 is an upcoming video game for the Xbox 360, in development by Lionhead Studios and will be published by Microsoft Game Studios. It is a sequel to Fable and Fable: The Lost Chapters. Announced in 2006, a 2008 release date is planned until further notice.[1] The game will take place in Albion, 500 years after Fable's setting, in a colonial era resembling the time of highwaymen, but guns are still primitive, although the entire area is more developed, with huge castles and cities in the place of towns. The release date is unknown, however, the official Lionhead site has announced a release during 2008.
Source: Wikipedia Article
Source: Wikipedia Article
Publisher: Microsoft Game Studios
Fable 2 Features
These are the features currently announced for Fable 2.
*Dog
The player will encounter a dog that will stay with him or her for the rest of the game. Molyneux has stated that the dog is an attempt to get the player to care, to experience love, when he announced this feature at the GDC 2007. Every dog will be unique in some way and morph depending on a variety of factors such as alignment. The dog will assist the player by alerting him to threats (although never giving the player away) and so completely replacing the minimap, and attacking whatever enemies the player is weakest to, depending, for example, on the weapon drawn. In a recent interview and game demonstration Molyneux showed some of the interactions you can have with your dog including buying toys, playing fetch and rewarding or punishing your dog for its behavior.
Obeying three main laws (do not aggravate the player; unconditionally love the player and self-preservation), the dog features advanced AI. Although the dog is not directly controllable, it will respond to the player's actions; moving to attack will bring it to attack, running somewhere will have the dog run. Behavior is context-specific, and the dog will stay much closer in towns or when the player is hurt than when outside. He is, to a degree, trainable using expressions.[3] Molyneux also revealed that if the player seriously doesn't want a dog, then they have to run away and escape from it (preferably when it's injured). Although the dog will track down the player, causing him or her to run away again. The player will have to run away a few times before the dog will eventually give up and stop looking for the player.
*Family
Another mechanism to get the player to care are families. The player is able to chat up anyone (of any gender) and get married. The player may have protected or unprotected sex with NPCs of the opposite gender, which may result in a child. The child's looks will depend on those of his parents, and his attributes will be dependent on the player's actions and alignment. Evil heroes' children will be evil while giving your family a great house and money will lead to spoiled, fat kids. If the house is smaller and you are poor this will result in a skinny kid. If you are playing as a female character, you may become pregnant.
*Dog
The player will encounter a dog that will stay with him or her for the rest of the game. Molyneux has stated that the dog is an attempt to get the player to care, to experience love, when he announced this feature at the GDC 2007. Every dog will be unique in some way and morph depending on a variety of factors such as alignment. The dog will assist the player by alerting him to threats (although never giving the player away) and so completely replacing the minimap, and attacking whatever enemies the player is weakest to, depending, for example, on the weapon drawn. In a recent interview and game demonstration Molyneux showed some of the interactions you can have with your dog including buying toys, playing fetch and rewarding or punishing your dog for its behavior.
Obeying three main laws (do not aggravate the player; unconditionally love the player and self-preservation), the dog features advanced AI. Although the dog is not directly controllable, it will respond to the player's actions; moving to attack will bring it to attack, running somewhere will have the dog run. Behavior is context-specific, and the dog will stay much closer in towns or when the player is hurt than when outside. He is, to a degree, trainable using expressions.[3] Molyneux also revealed that if the player seriously doesn't want a dog, then they have to run away and escape from it (preferably when it's injured). Although the dog will track down the player, causing him or her to run away again. The player will have to run away a few times before the dog will eventually give up and stop looking for the player.
*Family
Another mechanism to get the player to care are families. The player is able to chat up anyone (of any gender) and get married. The player may have protected or unprotected sex with NPCs of the opposite gender, which may result in a child. The child's looks will depend on those of his parents, and his attributes will be dependent on the player's actions and alignment. Evil heroes' children will be evil while giving your family a great house and money will lead to spoiled, fat kids. If the house is smaller and you are poor this will result in a skinny kid. If you are playing as a female character, you may become pregnant.











