Test : Fable III (Xbox 360)

in #gaming6 years ago (edited)

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Many people think that being supreme leader is great. King or queen, in this case. Yet everyone also knows to have heard or read it over and over again that with power, comes the responsibility, and that this delicate cocktail requires many talents to work in a perfect tandem. But we tend to forget about it (which may explain how certain things can sometimes happen much higher than they should). Fable III is a splendid illustration of this difficult balance, and not at all because it is its central theme, but rather because to want to conquer new horizons, it drops on the way of its promises of yesteryear.


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Promises always promises


In this third installment of the series, Lionheadproposes to place the players on the throne, in the face of the promises they made to the people of Albion all along the revolutionary path that will have led them during the first two thirds of the game. The irony is probably not fortuitous. Difficult indeed not to see a discreet statement Molyneux, known for his impulses to his fans: honoring promises made in good faith is not always easy. If the heart of the game remains faithful to its heritage, this central idea crystallizes in any case this desire that we can only salute to always seek to propose new, to explore new territories, and this, even at the risk of displeasing or to shake up comfortable habits. But for the lovers of the second one of which I am part.


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The diktat of accessibility


Molyneux said: the majority of Fable II's "features," that is, the mechanics and possibilities, have not even been discovered by many players. While Fable II had considerably enriched the formula of the first, especially on the side of interactions of the player's character with the famous simulation, Fable III did not seek to continue and really expand all that, quite the contrary. The possibilities of the previous pane are still more or less there, but rearranged and sprinkled with revisions to all floors. Fable III has reviewed its system of progression of the character, its management of objects, expressions used to interact with the people of Albion, and in my case, not always for the better.


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Let's simplify here, pruning there


First experience: exit the points to spend in melee, distance, or magic, we now recover guild seals that illustrate our followers and spend on the "road of power" (a level symbolizing the progress towards the throne) to open chests offering new spells, reinforcing combat skills, money perceived by working (as blacksmith, lute player or pastry chef), but also expression packs or abilities related to the simulated world of 'Albion (like buying properties, businesses or even stealing, which you can not do any more from the start). If the idea may seem good to allow less experienced players to understand the different aspects of the game as it progresses, it prevents the regulars to engage in following certain actions.Fable II to find devious ways to solve certain quests without basing in good / bad choice, or even using deceptively cunning, the choices available to Fable III players seem more binary than before. Fortunately, they are not more Manichaeans (or at least not always), but the feeling of freedom is still affected.


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The embarrassment of the non-choice


Likewise, the absence of a wheel of the expressions makes it necessary to go through a choice imposed by the console: one goes from one expression to another in sequence, and the sensitivities different to certain registers of expressions of each villager are no longer indicated. because they have almost disappeared from the system. With rare exceptions, everyone reacts a little like the same expressions. Basically, a positive expression, a negative, and a humorous, are available, then replaced by others when they have just been used with the same individual. Side objects, finished the inventory and the different classes of weapons and armor. It's pretty cool when you think of the ugly, not very functional and slow menus of the previous Fablebut painful when you realize that you can only lug one type of food, or that there is no concept of protection associated with the clothes and armor you can collect. However, the "Sanctuary" which appears immediately by pressing the start button and gives access to weapons, statistics, map (not very practical because it is never represented and it is too stylized), and other things useful like the multiplayer, the list of available quests, or our finances, advantageously replaces the menus, and makes it possible to juggle quite quickly and simply between different configurations of clothes, makeups, tattoos, magic or weapons.


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Magic, magic, and your ideas have genius


Side weapons, precisely, they are limited to two types by genre: sword and hammer for the melee, gun and rifle for distance. They morph and evolve according to what we do, which is an excellent idea, but we quickly replace the evolutionary weapons bequeathed by Papa Hero (that of Fable II ) to Kid Hero (that of Fable III), in favor of legendary weapons and unique discoveries, because they offer better statistics. Especially since these unique weapons have three possible increases, related to the completion of various tasks: to kill 300 men, to fornicate in an orgy of at least 4 people, through the murder of 2 wives or l adoption of kids. On the other hand, magic gauntlets allow you to mix spells as you wish, some combinations of course working better than others. Firearms side, if the manual aiming still exists, with concentration and zoom effect, it is no longer possible as before to chain headshotsenjoyable, it's a shame. But anyway, the player looking for the performance will soon find the ultimate combination to defeat the many opponents who will come to him without risk - I also finished the game without dying once. It's a shame because the fight has been greatly fluidized and energized ... but why bother to do pretty things when it is so simple to slaughter everyone by letting a single button pressed a few seconds, very early in the game? In general, I welcome simplification and accessibility, but like everything, not too much is needed.


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The exercise of the reign


Remains a point of importance to address, especially since it has been jealously kept secret until today: the exercise of the reign. In reality, there is little difference for the player, in terms of unfolding, after his coronation. He can always undertake quests, flirt with everyone (more easily if he is a beloved king), explore the world for new treasures, or play the lute and forge swords to make money. On the other hand, precisely, the sub will take on a whole new importance. Because of course, a new twistScenario comes shortly after the success of the revolution: the kingdom will have to gather a real fortune, and in a limited time (which flows in stages, not in real time, rest assured). In parallel with this "revelation", a royal schedule will have to be honored, with major decisions on the rehabilitation of certain places of Albion, the promises made before the coronation, or even the laws of the Kingdom. Unfortunately, the decisions are quite binary, and if the lawyers on both sides make delicious arguments in an attempt to convince them that their solution is the best (one defending a decision that will cost less money or will bring it back to the Kingdom in anticipation of the event to come, the other that will delight the inhabitants of Albion), we remain faced with very limited choices. In fact, it is better in any case to have accumulated heaps of gold before going to each hearing in the throne room. A tip then: take your time before going to make a judgment. But in the end, this aspect of the adventure, while remaining very interesting, remains so simple that the dreams that could be done before discovering it have a hard time to materialize in game, and fail in my opinion to equal the passage of the Aiguille of the second.


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A strangely bewitching world


A bit like the rest, the world of Albion is expanding in some aspects (size and variety of environments), and disappoints by others (some places that seem sloppy, both in level designonly at the visual refinement level). But despite the dated off-combat animations, the invisible walls and the less glamorous details of the whole as slowdowns of the animation, the charm always operates in this version in full industrialization of Albion. Difficult to release the joystick as it is full of things to discover. And you have to face the facts once again: it's good to find Albion again. This Albion in which we unlock a Success for rendering a judgment in chicken costume on the throne, this Albion where people vomit in the streets when the alcohol is cheaper, this Albion stuffed with British humorwith memorable quests such as the ridiculous reinterpretation of the worst play of all time, the RPG role play in the skin of the lead figurine watched by hooded gamers, this confusingly charming Albion stuffed with tricks hidden that we collect less for their utility than for the pleasure of discovering them. This Albion in which one can become a large real estate owner, or a trade mogul, a gaga family man or a bloodthirsty tyrant feared by everyone.


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The married life of the hero


If there is a project on which Fable III is progressing drastically, it is the cooperative. The somewhat gadget feature of Fable IIgives way to a true multiplayer mode (at least, via Xbox Live, locally is to forget), in which each player, host as a guest, incarnates with his hero, his dog, and all his abilities . The orbs of other players are back, the interface itself remains more or less the same (in some button presses we find ourselves in the Albion of another or with a new companion in ours), but this time, it's simply playable, enjoyable, and above all very useful. We can trade or sell things, give ourselves gold, or even build business partnerships and earn more money, faster. You can also get married to another player and even have kids. The division of property is then subject to the same rules as solo, and we can also divorce (custody of the children being then attributed to the hosting player). But, above all, the two can walk, within the same area, as they want. While one wars, the other can have fun clutching paws in the local village, or work a little. If the host leaves the zone, the other accompanies automatically. He also takes breaks from the hosting player, appearing as a ghost in his sanctuary, but he keeps the possibility to access his at any time without disturbing the other. The goods and objects are duplicated, including the guild seals: it is also possible for a hero who has already finished the game to redo previous quests and gain as many shields as before (which does not is not luxury if you want to unlock all the coffers of the Road to Power). And traveling Albion with a buddy, from the beginning as well as later, turns out to be a very successful cooperative experience - a strong point of thisFable III , incontestably.


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Difficult not to see the shortcomings of this Fable III, which proves less convincing in many ways than the previous one. Its realization sometimes in half-tone, its more agreed scenario, the simplification not always judicious of certain mechanics, the bestiary without surprises, the reproaches do not miss. Nevertheless, Fable III , like these predecessors, captivates with a seductive charm on all sides. Finally, the successful coop mode offers an unprecedented experience, and even if the exercise of the reign, the great promise of this component, is not a crazy ambition, we do not get tired of this universe full of fun. Yes, Fable III could have been a lot better and more ambitious, but it remains a title like no other.


Difficult not to see the shortcomings of this Fable III, which proves less convincing in many respects than the previous one. Its realization sometimes in half-tone, its more agreed scenario, the simplification not always judicious of certain mechanics, the bestiary without surprises, the reproaches do not miss. Nevertheless, Fable III, like these predecessors, captivates with a seductive charm on all sides. Finally, the successful coop mode offers an unprecedented experience, and even if the exercise of the reign, the great promise of this component, is not a crazy ambition, we do not get tired of this universe full of fun. Yes, Fable III could have been a lot better and more ambitious, but it remains a title like no other.


WE LIKEWE DO NOT LIKE
* The Fable atmosphere* Binary governance
* The mixture of spells* New mechanical tedious expressions
* The evolution of weapons* Several bad revisions
* The idea of ​​the following* Some technical weaknesses

COMMENT from my players


Letanne

Albion needs a hero! And this hero, it's you! Peter Molyneux and Lionhead return with this Fable III, already released on XBOX 360. In the Fable series, you play a hero, a real one. And Fable III does not escape the rule. But to be a hero


moacmoii

Who has never dreamed of becoming king, of saving a country in the grip of a tyrant? Or who never ended up in the character of Iznogoud, wanting to be caliph instead of the caliph? That's what we promise the third iteration of Fable.Fable...


Ityfalik

Once upon a time ... Fable. A word that could sum up the series, that's good, it's his title. Before talking about gameplay, game mechanics, news or even history, it's important, in a game like Fable III.


Cronos

ATTENTION: the note above is not what we could call an objective note, being an unconditional fan of the saga. If you're not a big fan of Fable, you can easily remove up to two stars, depending on your level of...


Mistercat

*** "- Let me tell you that it is time for the test of Fable 3. - Mmmhh ?? What time is it Jasper? - The time for you and your furry friend in the bed to get up. - Roh, all right!***


narukedag

After 4 years of waiting for the first part of the excellent second way it took only 2 years for Lionhead to bring us this Fable III. Wonder jewelry or wet firecracker? A royal history. It all starts with the choice of the sex of...


Yohann26

My opinion: A sentence that will summarize well Fable 3: A small step forward, for 3 big steps back .... What does that mean? And basically, for each new game that will propose the game, we will have to "sacrifice" a lot of things in


Test: Test : Fable III (Xbox 360) Photo Gallary








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THANKS FOR READING, ALSO CHECK OUT MY PREVIOUS TEST ON Test: inFAMOUS 2


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