<![CDATA[Kotaku: Fable]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Fable]]> http://kotaku.com/tag/fable http://kotaku.com/tag/fable <![CDATA[ Peter Molyneux on Fable II ]]> Gamasutra has a nice interview up with Peter Molyneux on the topic of Fable II and the process of putting a game together; there's also plenty of discussion on lessons learned from Fable I and the uproar over the cooperative play issue. There's a certain air of bewilderment that pervades the article, though the Fable team apparently got over their bafflement at the reception of Fable I to try and improve the second installment:

At the end of Fable I, we sat down and we kind of thought, firstly the reviews were... some of the reviews were very mixed. We asked ourselves, "How did we disappoint people?" — with those reviews.

The second thing, the boards were unbelievably passionate about some things. Incredibly passionate and very focused on, "Why isn't there free roaming? I thought there was free roaming, this should have free roaming, it's supposed to be an open world." That was 100%, everybody was passionate about that.

There were some other things that were very confusing. The length of the story was immensely confusing because a lot of people said it was far, far, far too short and a lot more people said, "Actually, it's just the right length, and it was the only game I finished because it was that length."

It's not a massive interview, though there's a lot of discussion packed into four pages, but it's an interesting look behind the scenes — and it's definitely interesting to see Molyneux's position on some of the criticisms aimed at the Fables.

Peter Molyneux: Fable II, From Conception To Reality [Gamasutra]

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Kotaku-5074200 Sun, 02 Nov 2008 12:30:00 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5074200&view=rss&microfeed=true
<![CDATA[ Fable II LCE Drops in Price and Features ]]>

*Actual LCE does not match picture. Subtract, like everything.

It looks like Peter Molyneux's ability to promise features for his games that never arrive extends in the world of retail box sets as well. (We kid because we care)

Due to a "supply chain issue" the Fable II Limited Collector's Edition will no longer include the premium box, five printed fate cards and Hobbe figure, Lionhead Studios today. To make up for the missing feature set, the collector's edition will now run for about $70, instead of $80.

The Collector's Edition is expected to hit on October 21 in North America and Asia and October 24 for Europe and will include:

* Fable II game disc
* Bonus DVD with new ‘Making-of’ Feature
* Bonus in-game content (requires Xbox LIVE®)
o ‘The Hall of the Dead’ Dungeon
o ‘The Wreckager’ Legendary Cutlass Weapon
o Spartan armor and energy sword

Lionhead is also giving away a Fable album they created for the game as a free download. The download includes a selection of music from Fable 1 and three brand new tracks from the upcoming Fable II soundtrack.

To grab the music go to this link starting on Oct. 6 and enter “FableCollection” as a promotion code.

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Kotaku-5057688 Wed, 01 Oct 2008 16:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5057688&view=rss&microfeed=true
<![CDATA[ Molyneux Is Sorry For Denis Dyack ]]> VideoGamer.com sat down with Lionhead's Peter Molyneux at E3 last week, where he apologized for Denis Dyack not living up to his creative vision. "I feel sorry for Denis Dyack because you know, I think a few things were said wrong," he explained, responding to criticism that his original plans for a more dynamic, more interactive Dyack didn't come to fruition. Molyneux's original vision for Dyack was of game developer that matures with time, reacting to the environment and society in a natural way that would be appealing to all gamers. Players were promised a Dyack where you were fully free to explore, and were instead presented with a final product stubbornly set in its path.

Rumor has it that Molyneux is currently working on Denis Dyack II, which is said to feature more realistic gameplay, and possibly a dog.

Hold on a moment...I just actually read the full article instead of skimming it, and it turns out that Molyneux simply feels sorry for the flack that Denis Dyack is catching over Too Human.

"I feel sorry for Denis Dyack because you know, I think a few things were said wrong, there was that really unfortunate showing at E3 a few years ago. Everyone got on the bandwagon of saying things about Too Human. Now I've played it and, you know, it's a good game. It doesn't deserve a lot of that harsh criticism.

It all makes sense now! Molyneux of course caught a lot of flack himself when he released Fable on the original Xbox, a game that decidedly did not live up to his creative vision. You can see where I could get confused.

I kind of apologised at the end of Fable 1 about actually saying things that didn't end up in the game. I've tried to be really really careful about what I show and I think everything I've talked about in Fable 2 you can now play in there, so that was really important. But what I realise over time is that talking about a game before it's released is a dangerous game.

Sort of like writing out a news post before fully reading and understanding the source article, which I would never, ever do.

Peter Molyneux: 'I feel sorry for Denis Dyack' [Videogamer.Com]

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Kotaku-5028181 Wed, 23 Jul 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5028181&view=rss&microfeed=true
<![CDATA[ Fable 2 Will Feature One Acorn And One Tree ]]> 00761_P.jpgPeter Molyneux, the visionary behind Lionhead Studios and the Fable series, once promised us that in Fable, the player would be able to plant an acorn and watch it grow into a tree. Things didn't quite work out. But that isn't stopping Molyneux from attempting a little something we like to call a do-over with Fable 2.
I can tell you definitively that there is absolutely an acorn and it does absolutely grow into a tree. And it is actually part of the story now. We decided we got into so much trouble over acorns and trees that we are going to make it part of the main thread of the story in "Fable 2".
Somewhere deep in the bowels of Lionhead, Molyneux is whipping the technical programmers to make room for at least "2 or 3 more acorns." The cries for help are horrid.

Molyneux: One Acorn Will Grow In 'Fable 2,' Multiple Acorns Unconfirmed
[MTV Multiplayer][image]

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Kotaku-368718 Mon, 17 Mar 2008 11:00:47 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=368718&view=rss&microfeed=true
<![CDATA[ Xbox Originals Arrive, Bring Free Themes ]]> Hey, those Xbox Originals (aka old Xbox games) have arrived on Xbox Live Marketplace as of today, bringing a handful of extras with them. While the more mundane but practical stuff includes PDF instruction manuals and online controller mappings for games like Psychonauts, Halo and Indigo Propechy, there are some fun freebies, too. Picture packs and themes for each of the Xbox Originals are available for download by going to Marketplace > Game Store > Xbox Originals. Gussy up your Xbox 360 blades with free Fable stuff, if you want. Huzzah!

Xbox Originals Manuals and Controller layouts (and free themes and picture packs) [Microsoft]

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Kotaku-329861 Tue, 04 Dec 2007 17:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=329861&view=rss&microfeed=true
<![CDATA[ Eurogamer Has Molyneux Live This Friday ]]> Eurogamer has a real treat lined up for readers this Friday, as they have trapped industry icon and Fable creator Peter Molyneux in a tiny internet box, forcing him to answer questions live like some sort of mad answer-money. Questions will be posed via Eurogamer's new LiveText system, which allows users to pose questions and a moderator to filter out the hundreds of "What are you wearings?"

"To get tough and frank questions from gamers is what I am looking forward to this Friday. I don't mind whether they are about Fable 2, Lionhead's other games or the industry in general." said Lionhead boss Peter Molyneux.
But what is he wearing? We may never know. The session kicks off at 3PM GMT on Friday, which is 10AM Eastern and way too freaking early Pacific.

Peter Molyneux LiveText interview this Friday!
[Eurogamer] ]]>
Kotaku-326334 Mon, 26 Nov 2007 09:40:01 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=326334&view=rss&microfeed=true
<![CDATA[ Xbox Originals Are Achievement Free ]]> achievement_successory.jpgMicrosoft blogger Larry Hryb takes no delight in crushing fan dreams today with an update on the recently announced plan to release original Xbox games via Xbox Live Marketplace. Apparently, some were speculating that the company would go the extra mile for the 1200 MS Point releases, adding Achievements and Gamer Score to games like Halo, Fable, Psychonauts and Crimson Skies. Sadly, Mr. Hryb writes that adding such a feature would be technically impossible for the older titles, even adding a little frowning emoticon to illustrate the seriousness of the matter.

I'm sure that Microsoft—and many third parties—would love to add these options to older Xbox re-releases. The cash revenue from achievement whores could make even Psychonauts finally turn a healthy profit.

Will Xbox Originals have Achievements? [Microsoft]

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Kotaku-322861 Wed, 14 Nov 2007 16:20:17 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=322861&view=rss&microfeed=true
<![CDATA[ Up Close With Fable 2 on Death and Combat ]]> When last we saw Peter Molyneux and his promise-filled Fable 2 at GDC, he just would not stop talking about his dog. I should know, I was there. And you know what? He made a believer out of me. But this time, in a hotel room at E3, he showed off two things teenage boys are probably much more interested in: fighting and death.

He teased us about death back in May, but this time he actually elaborates. There is no death. Instead, your character gets beaten until he collapses. Then he (or she) gets beaten some more. And more. Continuously beaten until you get up. How do you get up? By paying for it in either experience or gold. How fast you get up, and presumably continue fighting and killing your enemies, depends on how much money you pay. Pay a lot, get up fast. Pay a little, lie on the ground for, say, sixty seconds.

So what's the consequence of not getting up fast? You get scarred. SCARRED. Irreversibly scarred. And the more scars you have, the more townsfolk, villagers, barristers and women despise you. Unless they're in some kinda weird scar club, which is still as of yet not confirmed to be in the game.

The inspiration for all this is, strangely enough, birthed from the scene in the latest James Bond movie where Bond is repeatedly punished in the genital area. Hard. And did we say repeatedly? Molyneux saw that Hollywood took their heroes beat them to a pulp, but never killed them. They would be scarred, sometimes irreversibly so, but never killed (unless you work with Jack Bauer). So why not take this mechanic and put it into Fable 2?

Since most of the game is spent in an effort to not die, let's talk about combat next. Molyneux says that in an RPG game, at least 50% of your playtime is going to be in combat. So he wanted to make a combat system that was both robust and accessible. The way he did that was by mapping just about every attack function (melee, at least) to the A button. It's definitely simple, and it's definitely button masher friendly—something P. M. said he wanted to embrace—but there's also a lot to do.

First, mashing the button just keeps you swinging and swinging. The AI will figure out your patterns and block most of your attacks, but some may get through. Timing presses correctly, while the enemy isn't blocking, is the key. Then there's blocking, which consists of holding down X. Holding down the attack button for a while gives you flourishes, which are essentially charged up moves.

If you want to get fancy, there's A and a direction for thrusts, and if you time everything correctly (A, hold A, or thrust A) you'll get a cool camera change that zooms in on the action. There's even a narrow focus to give it even more "dramatic effect". And on top of that, the battle music changes and adds drums, which supposedly is controlled by the rhythm of your attacks—or button mashes. It all comes together pretty cohesively.

However, Molyneux claims that the system is on par with say, a Virtua Fighter, but we don't quite agree. It's deep, sure, but it's not exactly at a Soul Calibur-esque level. But you do get to break items and throw stuff at enemies all with the same attack button. And although magic and ranged weapons weren't demoed, he says they work in much the same context-sensitive way as melee attacks.

As for the engine itself, it's also looking pretty good. Lips, as he pointed out himself, look like rubbish. And so does lighting on certain characters. But buildings, streets, breakable objects, flowers, character animations, and the general environment looked fantastic.

Is this the second of the big three things Peter Molyneux has in store for Fable 2? What's the third thing? I can't wait to find out.

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Kotaku-277527 Wed, 11 Jul 2007 21:41:48 MDT Jason Chen http://kotaku.com/index.php?op=postcommentfeed&postId=277527&view=rss&microfeed=true
<![CDATA[ Leipzig Speakers Announced ]]> gcdc_logo2.gifThe GC Developers Conference is coming up in August and many of your favorites will be present. Speech makers include Julian Eggebrecht (president of Factor 5), and Peter Molyneux (the Lionhead Studios guru of Fable fame).

Other speakers include:

• Jason Manley, Massive Black (USA)
• Christopher Schmitz, 10Tacle Studios (Germany)
• Jennifer MacLean, Comcast Interactive Media (USA)
• Dr. Michael Wimmer, The University of Vienna (Austria)
• Alexander Fernández, Streamline Studios (The Netherlands)
• Cindy Armstrong, Webzen (USA)
• Amir Taaki, Crystalspace (Finland)
• Jeff Strain, ArenaNet (USA)
• Vlad Ihora, Telia Sonora (Sweden)
• Barbara Lippe, Avaloop IT Solutions (The Netherlands)
• Pamela Kato The GamerX (USA)
• Uwe Nikl, Level 3 (United Kingdom)
• Matt Firor, Ultra Mega Games (USA)
• Konstantin Ewald, Osborne Clarke (Germany)

Eggebrecht has the honor of making the opening keynote speech at the conference. Don't choke, Julian!

Leipzig's Keynote Speakers Revealed [Advanced MN]

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Kotaku-270484 Wed, 20 Jun 2007 11:40:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=270484&view=rss&microfeed=true
<![CDATA[ Name That Hero ]]>

One of the thing I liked about the original Fable was the ability to purchase different titles for yourself. Once your title was bought, the townsfolk would start calling you by that name every time you strolled into town. That same mechanic is going to be used in Fable 2 and Lionhead Studios is letting their forum members pick one of the names.

A few weeks ago, members were asked to submit possible names for inclusion in the game. The developers then chose twenty of their favorites which are now posted int he forums for members to vote on. You can view the list here, but you must be a forum member to actually cast a vote.

As of now, "Lionheart" is in the lead, followed swiftly by "Wanderer" and "Gunslinger." While all those are great, I can't help thinking whatever happened to names like "Arse Face" "Rat Bastard" and just plain old "Jerk." Sometimes the classics are the best.

Hero Title Competition PHASE #2 [Lionhead Studios]

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Kotaku-261977 Sun, 20 May 2007 15:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=261977&view=rss&microfeed=true
<![CDATA[ Molyneux Gets Knighted By The French ]]> LE PETELionhead Studios lead Peter Molyneux has been honored with the Chevalier de l'Ordre des Arts et des Lettres (aka The Knighthood in the Order of Arts and Letters) by the French Government for "recognition of significant contributions to the arts, literature, or the propagation of these fields." Despite Molyneux looking quite French, he is not. He is a British citizen. And he's been the recipient of the Order of the British Empire, to boot.

Two high honors, games like Populous, Dungeon Keeper and Fable under his belt, not to mention a studio buy out from Microsoft might lead you to believe Pete's got an out of control ego at this point, but you'd be wrong! Upon accepting the honor, Molyneux gave props to the rest of the Lionhead staff, saying:

I am extremely proud to have received this honour and would like to thank the French Ministry of Culture for this recognition. I would also like to say that I see this as a credit for everyone at Lionhead Studios, all our games are a team effort. I am just the figurehead.

What a swell guy. We've already forgotten about Black & White.

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Kotaku-249741 Wed, 04 Apr 2007 17:20:03 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=249741&view=rss&microfeed=true
<![CDATA[ Molyneux Spotted On Train, Interviewed ]]>

Microsoft's Peter Molyneux was sniffed out on a train by the Kikizo folks, who immediately pestered him. Good on 'em. Previously, Peter's musings made it seem like the upcoming Fable 2 was much like his uber secret game Dimitri. So the question was put forth if the games are actually one and the same? Peter's answer:

Ah yes. I can see where you get that from. Here's the thing, Fable 2 and Dimitri are not the same game, Dimitri has been in development for a very long time, but when we started on Fable 2 we decided that some of the technology or ideas from Dimitri should be in Fable 2 as well, and we haven't started to talk about the specifics of that yet. With Dimitri, we still need to decide on a final name, because as you know, this is just a project name that is the name of my godson...

He did confirm that these are the only two projects he is currently working on, but wouldn't say if Dimitri would be a PC title, 360 game or both. Yet, he did say the game was temporarily named after his godson, taking all badassady away from the title whatsoever. Better than naming it after his dog, but still.

Peter Talks Dimitri [Kikizo]

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Kotaku-205384 Thu, 05 Oct 2006 07:22:26 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=205384&view=rss&microfeed=true
<![CDATA[ Molyneux Just Knows We're Gonna Love Fable 2 ]]>
I have realised I've got the PR equivalent of Tourette's. I can't help myself. It's the inability to downplay stuff - I have to get excited!

Oh my god, I am so, so stoked. Seriously you guys, have you seen this?! It's Fable 2! You all remember how totally sweet Fable was, yeah? Me too! Cause I made it! Ha ha!

I don't believe in going out and saying: 'we're going to create quite a good game.' I believe that what we're doing, with Fable 2, is thinking, right we've got to address all those things we did slightly wrong on Fable 1; we've got to make a bigger, better story, it's got to be an amazing world.
Okay so anyway this next one is gonna be even better, and like all that stuff that we left out of the first one last-minute because it was complicated or whatever? Totally gonna be in this one. I know, for real!

One of the main things is we've got to make this game jaw-droppingly beautiful. Sometimes darkly beautiful; beauty doesn't only mean green fields, but just stunningly beautiful. I came away from E3 just sick of seeing gunmetal shiny things and sewers.

Like, remember how we made your eyes all big and shiny in Fable, and everyone's faces kinda blocky like a Pink Pearl eraser, and then you could like, buy hair trading cards so you could have a totally badass ponytail? Right, so I had NO clue how we were gonna top that. But one night I totally had this brainstorm, and the security guys went out and got internet superstar Brian Peppers and we totally just scanned him with lasers like, right into the game! I know!

There has to be one big, big thing about Fable 2 that is going to shock and surprise people and that's what we've got, that's the exciting thing. And we're not ready to show it yet. I think it's going to be next year if I'm honest with you. It's a very, very big thing and if I told you about it, it's one word, and if I told you about it then you'd say: 'what are you talking about? It's another one of those Peter Molyneux moments.'

I'm serious, I totally can't tell you! Okay look...I'm just gonna pull a Molyneux here and totally blow off the NDA, because like, whatever, and you guys are totally my peeps, right? Okay, so get ready for this...the word, the ONE word? Is "otterpops".

Interview with Peter Molyneux [Eurogamer, thanks Joooooonas]

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Kotaku-188298 Wed, 19 Jul 2006 19:40:00 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=188298&view=rss&microfeed=true
<![CDATA[ Microsoft Finally Ready To Swallow Lionhead? ]]> HAHAHA! I, Peter Molyneux, laugh at you!One of the rumors the GamesIndustry.biz staff picked up at the Game Developers Conference was more rumbling about a Microsoft acquisition of the Peter Molyneux founded Lionhead. Creator of fan favorites Fable, Black & White and The Movies, they've run into a rough patch financially. Bill's billions are coming to rescue, allegedly, beating out the also interested buyers at Ubisoft.

Rumors also indicate an announcement could be coming "within the coming days" and that said studio purchase would prevent any further lay offs.

Molyneux denies layoff rumours as Microsoft closes in on Lionhead [GamesIndustry.biz]

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Kotaku-162953 Sat, 25 Mar 2006 09:14:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=162953&view=rss&microfeed=true