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ITANI
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re: Fable 2 Information Thread! |
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1) Throw your dog’s toy off a cliff, leading the dog to throw himself off as well. 2) Marry the town slut. 3) Massacre all citizens off the cities. 4) Have a same-sex marriage. Just Kidding I ain’t doing that. 5) Dress your man as a girl or your girl as a man. 6) Buy every building. 7) Kill your family. 8) Spend a 10 hour sitting just working at the metal workshop. 9) Have unprotected sex with every woman in the game. I know thats one of the first thing I’ll do. 10) Verbally abuse your dog for a couple of hours. 11) Play those pub games until I am one rich son of a bitch. 12) Fight the land’s army. 13) Be a woman as my main character and become a lesbian. 14) Have a baby while being a lesbian and see if my wife noticed that I am pregnant with some guy’s baby. 15) Finish every single possible quest, job etc. in the game. Source ------------------- ![]() | |
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ITANI
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re: Fable 2 Information Thread! |
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Screens ------------------- ![]() | |
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ITANI
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re: Fable 2 Information Thread! |
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After interviewing Sir Peter Molyneux last week, I was treated to a full two and a half hours of play time with Fable II. I had seen it at E3 but my time was limited and I only really got to see the multiplayer aspect. This time around I got to start at the beginning and play until they pried the controller out of my hands and fairly ejected me from the room to make places for the next group coming in. In Fable II, you start out as a child and have the choice of whether to play male or female. You are dropped into the town of Bowerstone, 200 years after the end of the original Fable. 200 years has done a lot for Bowerstone and it is no longer a quaint country village, but a thriving town with many citizens, each with their own personalities. You are teamed up with your sister and the two of you go through the city performing simple tasks for the citizens that serve as the game's training level. Right off the bat you are faced with moral choices like whether to give the arrest warrants you found to the local police or sell them to the nasty man who threatens your life. I don't want to ruin the storyline for you so I will refrain from telling you how this beginning level resolves, but suffice it to say it is a great launching point for your grand adventure. Soon you reach your teenage years and you can expand your horizons past your simple home town. In the time I played I was able to complete a few small quests and get started on the beginnings of the main quest. It's interesting to think that in the 2 1/2 hours I spent with Fable II I could tell that I had barely scraped the surface of what this incredibly deep game has to offer. I was able to explore the dog mechanic which was fun, and you really get to love the little guy (or girl if you so choose). He/she is quite the loyal pet and is great for helping you find hidden and buried treasure. I was also able to chat up some of the locals, but time prevented me from courting any of the local lads. The battle system has received an overhaul and is much easier to navigate than the original and yet still retains a similar feel. This could really be said for the entire game which shows many improvements over the first Fable. It seems much more in depth in terms of storyline and interactions with NPCs. One of the things that annoyed some folks about the original was the extremely long training portion at the beginning. Fable II has a much shorter tutorial section and it is more integrated into the story rather than being a literal training level. The graphic style is unmistakably Lionhead Studios and the leap to next gen consoles has made everything much smoother and prettier. The environments are detailed and quite stunning and the character models are equally pretty. Running through virtual fields hasn't been this satisfying since Oblivion. Everything has that Lionhead slightly cartoony look and yet it is completely engrossing and immersive. You buy into it the same way you buy into the world of Tim Burton film. With just over a month to go until its release, Fable II is set to be one of the blockbuster titles of this holiday season. Fans of the original will go nuts over the many improvements while newcomers will wonder why they missed out on the original. And speaking of the original, I happened to find a treasure chest in one portion of the game that wouldn't open. A dialogue box popped up that said "Find out how to access the gold and treasure of your ancestors" and pointed me to a URL. Does this mean you will be able to use your original Fable game save to get extra treasure (provided that saved game is actually on your 360)? We will see when Fable II launches exclusively on the Xbox 360 on October 21. ------------------- ![]() | |
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ITANI
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re: Fable 2 Information Thread! |
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If you’re like me, you play morality-filled games as a generally good person the first time around. The second time, you experiment being the bad guy. Stephen Totilo asked “Fallout 3″ producer Todd Howard if he’d solved what Totilo called the “Han Solo Problem,” where it’s seldom as fun to play as a mix of nice guy and bad guy, since games tend to only reward only extreme behavior. Howard claimed “Fallout 3″ hadn’t completely solved it, but “Fable II” designer Peter Molyneux told me last week it will be fun to play as a character with mixed morality in “Fable II” because it’s difficult to be truly good or evil. His team may have solved the “Han Solo problem.” Molyneux explained one way he prevents players from so easily being swayed to being perfectly good when they play the game is through sacrifice. “If you saw a family there and had to kill these bandits to save the family,” he hypothesized, “you’d kill the bandits to save the family. If I said to you, ‘okay, to save this family, you give up half your gold.’ Would you give up half your gold to save the family? Maybe you would, don’t know. The most interesting one is if I said ‘to save that family, you must be horribly, grotesquely scarred and there’s no way of ever removing the scar or the aging.’ What we found is that far, far fewer people were willing to sacrifice that.” The result is that players are in fact playing with mixed morality. Call it the Han Solo style or whatever else: “Fewer people are true good or true evil and they’re much more towards the middle,” Molyneux said. “I think that’s very interesting. I had to test how good [people would be]. With Han Solo, how good is good? Can you get as good as Luke Skywalker? Even he wasn’t truly good.” Several times, Molyneux instructed me to not think of “Fable II” in terms of binary choices. The binary choices are limited to the short childhood section at the beginning of the game. Unfortunately, I didn’t get far enough in my two hours with the game to experience any of the gray areas. “After childhood, it then becomes a lot more subtle and it’s less about the good/evil choice and more about your choice, whatever that is,” he said. “The way that I present it to you is not ‘oh, please save me or please hurt me,’ it’s more about giving you sort of an insight into what this is and you do what you need to do.” The problem in most morality games, however, and crucial to the “Han Solo Problem,” is that it’s beneficial to be truly good or evil. You’ll be more powerful, have access to better powers or some other gameplay device unavailable to the person playing in the middle. “Don’t think that being good or evil will unlock different parts of the game that will allow you to be more powerful,” Molyneux said in response. “Don’t think that you’re going down these paths that lead you to completely different content in either one. You’re not. You’re just doing it to be who you want to be. You’re going to have the same choices at the end of the game, whether you play good or evil.” Plus, if you want to see what it’s like to play as the other side, you only have to keep playing once the main storyline in “Fable II” wraps. The world remains open, and it’s completely possible to go from a good guy to a bad guy — and right back again. I should note, though, that Molyneux is down on multiple playthroughs. “I’m going to say that I don’t want you to play through this game twice,” he said. People do play role-playing-games a number of times, including the original “Fable.” But Molyneux found that confusing. “I kind of thought ‘God, there must be a huge amount of this game they find insanely boring the second time you go through,’” he said. I said above that I normally play video games as a good person. With my several hours of hands-on time with “Fable II,” however, I did the opposite. I was an evil, cruel person who looked out for himself and murdered and lied to further their own gains. This wasn’t going to by “real” playthrough of the game, so why not? Look for how my trek into the world of evil in “Fable II” went later this week. Peter Molyneux has claimed that the Fable 2 Pub Games glitch, which allowed bets to be increased ten-fold by some timely button pressing, was absolutely intentional. And those who cheated, Molyneux told IGN, will have a surprise waiting for them in Fable 2. The crafty old blighter. The Fable 2 Pub Games are rubbish, but allow players to accrue gold that can be transferred into Fable 2 when the game launches on 24th October. The glitch revolved around the Fortune's Tower card game where, by pressing the left bumper as bets were placed, gamblers could increase their stake by ten times the amount for free. We're fairly confident anyone who forked out the ludicrous 800 MS Points (GBP 6.80 / EUR 9.60) for the Pub Games would have resorted to this. Funds, otherwise, were rather hard to come by, in a selection of games based almost entirely on chance. ------------------- ![]() | |
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ITANI
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re: Fable 2 Information Thread! |
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SINGAPORE: At Games Conference Asia 2008, Lionhead Studios head and famed developer Peter Molyneux delivered a keynote speech outlining the creative process behind the soon-to-be-released Xbox 360 exclusive Fable 2. GameSpot AU caught up with Molyneux to ask him how it feels to finally complete Fable 2, whether the Pub Games glitch was indeed intentional, and whether he really thinks Fable 2 should be getting 9 out of 10 scores from game reviewers. Plus, he also gives hints on what he’s working on next. GameSpot AU: Fable 2 is complete. Is that right? Peter Molyneux: It went into something called certification on Monday, but as far as I'm concerned as a designer, I was kind of locked out about a month ago. GS AU: So after working on the game for so long, how does it feel? PM: It's very odd. Of course, I feel fantastic. It's incredible to actually see the ideas that were in your head on the screen--I'm sure every designer would agree. But the crazy thing about it is that when you've obsessed about something for so long, and it's filled your mind, and you're thinking about every little aspect of it, there is that sense of missing it. There's this hole that's there. It's like you have an itch, and when the itch goes away, you want to scratch it anyway. So there's this huge sense of relief. There's this huge sense of wanting people to play it--see what they make of the game--especially because [Fable 2] is a game that depends so much on what you're like. I've only seen 500 people play the game, and now hopefully, thousands and thousands will play. GS AU: Are you happy to let it go? Or was it a case of there's a deadline and you had to let it go? PM: There has to be a deadline. For creative people, there has to be a deadline, otherwise it will go on for centuries. I'd say, I look at it, and I can see some flaws--anybody can see those flaws--and you wish you had more time to polish it. But other than those little niggles, I think it's an amazing achievement. I really think that it's a unique experience. I've never played a game quite like Fable 2. GS AU: So, what are those flaws? PM: They're more like mechanical flaws. For me, I wish the faces moved with the thousands of muscles a human face moves with. I wish that the blink rate of a non-player character was tied to the AI so I could get more emotion to the face. I wish the animation was slightly more fluid. I wish that we had more time to add 10 more variations for leaves on trees. It's those types of things that you as a player probably never ever notice--to be honest with you. I mean, it's the transparency of the water when the sun hits a place like Bower Lake; it doesn't sparkle quite enough. I think as a designer, if you're not hungry for that sort of quality, then I think there's something wrong. GS AU: But in terms of gameplay, did you manage to fit all the ideas you wanted to at the start of the process? PM: Yeah. I think this is the interesting thing about Fable 2. What’s different about Fable 2 is that we experimented with all those ideas right at the start...where in all my previous games, we experimented as we made it; put things in, tried them, took them out again. But in the early days, we did these experiments, and we played with them, tuned them, got them right, and then said, yes, we're going to use that one or throw it away. I mourned the loss of those features two years ago; I've got them out of my system. Back then, I fought very hard for some ideas that didn't actually get in. But the important thing is I think that we had a great set of gameplay features to work with. GS AU: Recently, there were reports about a glitch in Pub Games, which allowed players to rack up money, followed by some reports stating that you said it was deliberate. Was that glitch something you planned? PM: I'm not going to say anything about that. All I'm going to say is that Fable is all about looking at what you're like as a player. Cheating is a reflection of what you're like as a player. Fascinatingly, I spoke to a few people who found out about the cheat but decided not to use it because they were worried about the possible consequences. Maybe they're wise people. Don't expect there not to be consequences; after all, let's remind ourselves that Fable says every choice has a consequence. And cheating is a choice. GS AU: Did you also really say this game should be rated 9 out of 10 by reviewers? PM: I claimed I didn't. As you can see there are PR police people in every interview that I'm in, and they claim I didn't as well. It doesn't sound like a Peter Molyneux kind of statement--I probably would have said 11 out of 10. GS AU: But generally, do you think Fable 2 will be better received than the first game? PM: I'm almost positive it will for two reasons. One is it's a much better game. I mean, I can't bring myself to play Fable 1 now; it's too fractured an experience. The second thing is I really learned a lesson about Fable 1. I told the whole world about every single feature in Fable 1 and got everybody excited about features in Fable 1 that weren't in the final game because we removed them. And this time, with Fable 2, I only talked about things that I could actually show you and not talked about the world, and what the world is really like, and what you can do. I haven't talked about the story at all. I talked a little tiny bit about the start of the story. So when reviewers get their hands on it and when gamers get their hands on it, I'm hoping that they'll turn around and say, "Wow, I was excited about it because of these features. But I didn't know it would have this, and this, and this." GS AU: What's next on your plate? PM: I would love to tell you what's next. The huge amount of brain space that Fable takes up has been utterly replaced by the other thing that is being developed at Lionhead at the moment and has been developed for quite some time. But unfortunately, I can't tell you. I can be intriguing about it, but I can't tell you exactly what it is. It's very different from what I've done before. It's based on an experiment that I think is very significant, and it's certainly got a lot of people scratching their heads that know about it. GS AU: So when can you tell us? PM: I have to get permissions for these things. If I was a betting man, I hope it'll be sometime next year. GS AU: Peter Molyneux, thanks for your time. ------------------- ![]() | |
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bioshock82
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re: Fable 2 Information Thread! |
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Here is a list of all the previews for fable 2 ------------------- ![]() ![]() I support scrap oracles
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whiskersmgoo
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re: Fable 2 Information Thread! |
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------------------- I'm what Willis was talkin' 'bout
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ITANI
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re: Fable 2 Information Thread! |
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IGN AU: The game takes place in Albion, 500 years after the events of the first game. What did that enable you to do and what does it mean for the world and the setting? Peter Molyneux: ...it was me and Dean Carter and Simon Carter and we'd done Dungeon Keep back in the late 90s together and we'd talked about role playing games while we'd done Dungeon Keeper. We'd always talked about this very big story; wouldn't it be fantastic to base a role playing game on European folklore and how that's progressed. And if you look at European folklore, in fact, there were great heroes like Robin Hood, St George and King Arthur, and suddenly they stopped. Suddenly there were no more heroes, and the industrial revolution came, guns came and the age of chivalry kind of left us, and it was replaced by this age of greed and capitalism, and that's the story we told. We said right, we'd start Fable off in a time of heroes. Fable 1 was all about this guild of heroes; they were like the police force, and okay, we didn't tell that story particularly well, but you got the feel that you were one of many heroes. In Fable II, the heroes have been forgotten, the world doesn't need heroes anymore; it's got money now… technology has come in with guns and magic's being replaced, and that's exactly what we're reflecting – that thread that we're putting through it, so that you have the feeling that there aren't heroes anymore. IGN AU: Right, but at least you've got your dog. Speaking of which, I'm really curious to know how you've gone about nurturing the bond between the player and the dog. You've mentioned that you want the player to have a visceral response if anyone or anything hurts your dog, so what's the psychology behind forming and making that bond stick? Peter Molyneux: ...first of all we want you to want the dog, so when you first meet the dog he's not yours. You can't control him, you can't interact with it… it's not for about 45 minutes into the game until you actually get to, you know, walk with your dog. And that's the first thing that you do is just walking with your dog. You stop, he stops. You run, he runs, and you just get used to that feeling. And after that it's just slowly revealing what he's capable of doing. Now, it's a very delicate balance because some people are going to have the dog and instantly want him to be this super attack dog, but the important thing to remember with a role playing game is that leveling up is very very important; to feel like you're progressing, the world's progressing and the dog's progressing. There's two ways that your dog improves. The first is a very obvious and blatant way, and that's by training manuals; you buy these training manuals and you're able to unlock certain features of the dog and improve them. His ability to dig things up, his ability to find things, his ability to attack and his ability to partner with you in battles. Those are things you unlock, but also we've got the other thing which is what we call 'bond', and the bond with you is a lot more subtle, and it's very much what sort of person you are, and how responsive you are to the dog. An example is if you go into a cave in the early part of the game – because it's dark and it's creepy your dog gets scared. You can completely ignore that. He will just whine a couple of times and you can totally ignore that and carry on. Who cares about the dog? Or you can turn around to him and stroke him, say good boy, and he'll become more lively. Now, we're watching how often you do that and we're subtly modifying his behaviour, and the behaviour that we're talking about here is how aggressive he is, how far he goes from you, how quickly he responds to what you're doing in the world, so it's not as blatant as if I read him this training manual he'll attack in this way. IGN AU: I really like the idea that your relationship with your dog has to evolve. Peter Molyneux: …he's not like a tool, or like something tangible that you can take out of a box and it works immediately. The real emotion of the dog is a journey that you'll take with him… IGN AU: So the player is going to have this very immersive, very close relationship with their dog, but how do you think this will compare to the relationships that we'll have with our families or with other people in the world? The emote interaction system, for instance – in something like The Sims it always felt to me as though you were just repeating the same basic things to improve your relationship with someone. It was a relatively shallow system. How have you made that system compelling? Peter Molyneux: Here's the thing. I want to leave the decision up to you. The reason the dog is there is solely to make the game more dramatic. That's the whole reason I put him in as a designer. Now that means – how much attention you pay to him, versus how much attention you pay to your family, is going to modify both these things for you. To be honest with you, your family is much more about their dialogue than their behaviour. You can get them to travel with you, but they're not designed to travel with you, whereas the dog is. IGN AU: But do you think it's innately satisfying for players to interact with people? Do you think there's going to be enough motivation to make lots of friends? Peter Molyneux: Well, it's a little sub-game with Fable and it's designed to be enjoyable, it's designed to be cute and when you interact and the bar pops up it's a little sub-game about hitting the sweet spot, and that's nice and pleasurable to do, and- IGN AU: But do you think it is? I've seen, for example, the blacksmith sub-game, and to be honest I'm just not all that sure that it's going to be much fun. Peter Molyneux: We spoke a long time about this, and there was this raging debate – exactly what you just said – people said 'that's not fun, it's a bar moving across the screen, it's tedious. We could do a whole quest and you could go out and find things', and my point was – all that this is is a counterbalance to the things that you're doing an awful lot of, and when you've been out, into the wilds, killing countless Hobs and bandits, and if you've been doing all of that for an hour, then coming back and asking you to do blacksmithing for five minutes is just a contrast. I'm not saying this is a whole game. It's not designed for you to sit down and play it for an hour. If you've been on the rollercoaster ride of the story then sometimes you just want to chill out, and it's a nice way to chill out. And when you're chilling out you're earning money or you're making friends… that's all it is. And when I show these things off, the trouble is you haven't got the context. And actually, as it turns out it's a little bit too exciting. I know that's going to sound even more weird, but what you didn't see on the blacksmithing job is there are things called chain multipliers, so every sword you make without a mistake the chain multiplier goes up. You can get it as high as – if you're super good – you're earning a thousand gold per sword that you make. IGN AU: Nice. Plus, if you don't want to do blacksmithing and want something more involved you could always be an assassin or go out and rob shops. Peter Molyneux: Exactly. Like everything in this game, whether it's your relationship with your dog or your relationship with your family, it's up to you. Now, one of the coolest things that I love about jobs is this idea of investing… you're going to end up, in the early part of this game, with two or three thousand in gold… what are you going to do with that? You've got a really interesting choice. You've got the choice of buying another weapon, you've got a choice of customising yourself with clothes, or you've got a choice of buying housing, of investing. If you invest there's a little, tiny mechanic that I love. If you invest, you'll notice that over your hero's head, every five minutes of real-world time, you'll get the income from that investment. So if you have a stall in Bowerstone market, every five minutes you'll get ten gold, doesn't matter if you're out in the wild, or you're questing, or whatever it is, you'll get that ten gold. The cool thing about that ten gold? If you turn your Xbox off, you'll still earn the ten gold every five minutes. So if you go to bed at night and you get up in the morning and you turn on your 360 and go into the Fable world, there'll be one hundred gold waiting for you. For me, I found I was compulsively going round and buying things before I went to bed... IGN AU: It's also a great mechanic to draw people back into the game if they've put it down for a while because they'll know that they'll have all this money waiting for them. Peter Molyneux: That's exactly right, and I want you to feel like that. After you've finished Fable II and you've left it… [one day you'll realise] 'I haven't played the game for three months. How much money would I have?!' It would be brilliant. IGN AU: Speaking of earning money, you track a number of different aspects to a player's alignment in the game – good/evil, cruel/kind, sacrifice/greed, rich/poor. What actual impact does being rich or poor have? Why do you measure that – what's the flow on from that? Peter Molyneux: The interesting moral thing is – and it's a very Christian moral thing – it says in the Bible for goodness sake, that it's pretty for wealthy men to get into heaven. We've taken that idea, and there's this idea of sacrifice as well… I'm not going to spoil the game for you, but it's going to be pretty hard to be super wealthy and super good, because there are people suffering in the world and what does it say about you that don't help and you horde? IGN AU: Indeed. Well, we're really looking forward to getting stuck in and finding out. Thanks for your time. ------------------- ![]() | |
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ITANI
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re: Fable 2 Information Thread! |
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Video I know you're all eagerly awaiting Fable II's release on October 21, as am I. Hell, I used the image for my personal Gamercard on here a couple of weeks ago and it wasn't because I was "asked" to. We just got word that while we will be able to play the single player and local co-op on day one, they are still making tweaks to the online co-op. Don't worry, it is definitely still coming. Seriously, as a gamer I'm glad they're taking the time to make it right instead of just rushing it out the door. Lionhead and Microsoft Game Studios are looking to get the update out within the first week of launch in North America, so again, don't think this is going to be a decade long wait. I suggest you do what I'm going to do - go play some more pub games and get a ton of gold to buy cool stuff as you start the single player or local co-op game. Having said that, as you are playing through the game, you will still be able to see your friends as glowing orbs as well as chat and trade with them. As soon as I get information for other regions and the date that the update is expected, I'll let you know. PS - Lionhead sends a huge thank you to all of the Fable fans, and asks for your patience and understanding. This is their most ambitious game to date and can't wait to get you playing their vision as soon as they possibly can. ------------------- ![]() | |
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Rufio13
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re: Fable 2 Information Thread! |
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I started a post for this, but i figured that it should be here too, it is the changes to the limited edition. -------------------
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j ton
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re: Fable 2 Information Thread! |
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video diary 7 is out, its about the audio of fable 2 ------------------- ![]() G-book | |
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ITANI
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re: Fable 2 Information Thread! |
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So the Fable II Collectors Edition box set has been trimmed a little, losing the five printed fate cards, the Hobbe figure, and..oh yes, the box. Still, we still get a bonus DVD with developer diaries and the full game soundtrack, right? Perhaps not. Frequent Kotaku contributor and all-around nice lady Lesley Smith passes on this email from UK retailer Game regarding even further cuts to the decreasingly collectible edition. We have recently contacted you regarding a marketwide problem with the Fable II Collectors Edition. We have since been informed by Microsoft that there has been a further complication. They have advised us that the developer diary and soundtrack are no longer going to be available on the bonus DVD. Let's just hope that they don't decide to cut the actual game from the CE before the title ships next month. Hit the jump for the full email. Dear Customer, We have recently contacted you regarding a marketwide problem with the Fable II Collectors Edition. We have since been informed by Microsoft that there has been a further complication. They have advised us that the developer diary and soundtrack are no longer going to be available on the bonus DVD. We are very disappointed and would like to reassure you that your Collectors Edition will still include: Bonus DVD with new 'Making-of' Feature. Bonus in-game content (requires Xbox LIVE) including: . The Hall of the Dead Dungeon . The Wreckager Legendary Cutlass Weapon . Spartan armor and energy sword Also because you have ordered from GAME.co.uk you will have already received your code to download the Fable II Xbox Live Pub Games. If you have not received this yet have no fear as they are being emailed out every Friday afternoon, fear not! They are being emailed out every Friday afternoon. Please accept our sincerest apologies for any inconvenience caused. ------------------- ![]() | |
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ITANI
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re: Fable 2 Information Thread! |
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New Trailer ------------------- ![]() | |
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Kinganubis2
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re: Fable 2 Information Thread! |
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Soundtrack now available for free. ------------------- | |
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ITANI
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re: Fable 2 Information Thread! |
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On a special Fable II centric episode of Playr, a gaming show which airs on Bravo in the UK, Peter Molyneux has pretty much confirmed there will be at least one new level released in Fable 2 as downloadable content. In the episode, which was recorded the day Fable II went gold (Septemeber 22), Molyneux was giving the show a tour around the Lionhead offices, and showing viewers the locations where the level designers, script writers and all those other important people work. When he got to one of the computers in the studio he commented “oh, that’s confidential that one,” to which one of the Lionhead employees commented “yeah, that one is downloadable content” That conversation in itself does not reveal much, but with Peter Molyneux being one of the most talkative people in the whole world he did not just leave it there, and went on to say “we wont say anymore about this level, because it’s a bit of a secret still.” So, if you toss all those choice quotes together it certainly hints that the guys and girls at Lionhead could have more than just bits of new weapons and armour to add to the game in the future, and instead may be planning to add completely new sections, quests, and brand new characters to the world of Albion. Fable II will be hittng Euro shores on October 24th, which is not all that far away. ------------------- ![]() | |
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