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Fable 2 pc project
Fable 2 pc project










On its scale, it’s one thing to drop $2 billion for Minecraft or to proudly present something like Hololens as the future, but a company of Lionhead’s scale just wasn’t going to fit into the current hit-obsessed world if all it had to show, for whatever reason, was a relatively small online game at a time dominated by MOBAs and all-consuming experiences like Bungie’s Destiny. Except the infamous songs from Star Wars: Kinect.Īnd that, really, does say something for why we probably shouldn’t be too surprised that Microsoft pulled the plug. Certainly, Lionhead’s attempt at a literal Kinect tech demo, Fable: The Journey, disappeared without trace at launch, along with the Kinect’s hopes, and everything linked to them. How well it actually worked is dubious, going from a public project to internal ‘tech demo’ with no plans for release. That said, the defining Lionhead games are arguably the ones we never really saw-Kinect showpiece Milo and Kate for instance, which wanted to bring ‘emotional intelligence’ to the Kinect and was intended to be able to match keywords, gestures and other interactions with appropriate responses. It was just unfortunate that by the time the perspectives switched, pretty much every player was rich enough to pay for Albion’s salvation some three times over and literally fart away the days until the not-so-ultimate evil arrived on her picturesque shores. But even in not working, there was a certain honour in trying to raise the stakes by showing an RPG from two perspectives - the hero fighting ‘obvious’ evil, and the king with a wider perspective, willing to become the villain if it meant saving the day overall. Fable 2 then completely flipped the table by time-jumping to the industrial age, adding multiplayer, families, having children, and most importantly, a pet dog that followed you round the world.












Fable 2 pc project