Can you choose expressions in fable 3




















Tsuyu is wearing Queen's lace panties. Town Guard. Anything that takes the choice away from the player is a step backwards. Why must "Shake Hands" be replaced with "Dance" and never ever be available again?

SebClem Member. Epiternal Active Member. In Fable 2 I didn't think a great deal of it, only after it was removed in Fable 3 did I start to miss it, it made pleasing a large number of people easier, all this bullshit interaction and quests, although makes relationships seem more realistic I guess, is annoying and takes forever, especially where you have to get 20 ppl to love you for that achievement.

AlmightyLush Member. Yeah, you used to be able to start a drinking party at the drop of a hat. That was fun. You could have orgies easier. Multiple people could follow you instead of having to drag them one by one with the hand hold thing. I mean, is it really necessary to hold someone's hand to get them to follow you?

In Fable 2 they foreshadowed the ability to get people to follow you into battle, but you still can't get a soldier to come with you to fight hobbes in a particular area. A weird thing considering that you might want to protect a particular town with more than one guard in one place at a time. I mean, you kill one villager and the whole town si swarming with guards, and 5 of them trying to take you down. A whole platoon of Balverines could attack right in the middle of Millfields and only one or two guards will actually respond, and they don't fight together.

Well, this dynamic was inconsistent in Fable 2 as well. AcireJumi And what an impression you've made. I miss the expression wheel. Now I have to take one person at a time and lead them into an equally terrible place. Need more basements though. Hated when I'd be trying to go down the stairs in my house and people were in the way. It was MY house. Had they ironed out the glitches, touched up on the story, and gave your relationships depth, this would have been a contender for GOTY.

Aesiwatt 87, 05 Nov Fable III is a very fun game, that is definitely worth it. This is my first review so just keep that in mind : Graphics: The graphics in Fable III are gorgeous, and an improvement from past games in the series.

The people's actions and reactions feel more fluid, and "real" meaning that they act like people are meant to act. The scenery at some parts is actually quite beautiful, and is meant to be looked at. The only problem is that there are still a few graphical glitches, which in an open-world game is probably the most difficult thing to fix.

But that's the graphics from my perspective. I'm sure that there are people who do not believe that the graphics are fantastic, but this is my review, so I'll say it from my perspective. By doing quests, performing expressions, killing enemies, and making friends, you receive "guild seals", which is the currency for the XP system. I found that this XP system was much better than Fable II's because it allowed players to focus on their favourite combat style and still max themselves out.

Weapons: Now, weapons which consist of swords, hammers, rifles and pistols , have damage counters that scale to your level. Gone are the generic "iron" and "steel" weapons, as all weapons in Fable III are legendary. Each weapon has specific challenges that, when completed, can add better bonuses to your weapons, such as fire damage, or the ability to earn guild seals faster in combat, for example.

I myself like this weapon system much more than Fable II's, and although this is not new to the RPG genre, it still fits the game quite well. Story: Once again, Lionhead Studios as made a wonderful and compelling storyline, that is good for more than one playthrough. Logan is a king who rules through the use of fear, and punishment, and Albion is looking for a rebellion.

Your duty: to spark that rebellion. But whether or not you do so in a good, or evil manner is entirely up to you. Will you become Albion's saviour?

Or destroyer? You decide. Expressions: The ability to interact with citizens once again returns in the consistent form of expressions. But gone is the expression wheel from Fable II. Instead, you now select "interact" with a person, and are given a few random choices to act upon. One will always be good shown by the white sparkles , or evil shown by flames , and sometimes there will be an ugly expression tossed in there as well.

I found that although this worked well, the choices were much more limited than they were in Fable II. Multiplayer: Fable III does not have a pvp style of multiplayer, or a large team based multiplayer. Instead it has co-operative online play that takes the same form it did in Fable II: a player can enter into another person's world, and play along side them. BUT: Fable III vastly improved on this system by making the "henchman" be able to take over his own character from his own game.

In Fable II, the henchman was just a generic character, that had to choose from generic weapons, and got hardly anything out of it. So in that aspect it greatly improved. But of course the multiplayer could still be improved on, and made more unique. Pause Menu: Normally, this wouldn't be worth stating in a review, but in this case, I think it does. Instead of the normal, freeze frame pause screen, Fable III introduces it in the form of the Sanctuary, which is basically your home away from home.

Here, your character can free-roam through the different rooms, that have your clothes, weapons, achievement progress, etc. This is very innovative, and never been done before, but is nowhere near perfect.

The worst part is the map. It is lacking a waypoint system, which is in my mind a necessity for a free roam game, because it makes traveling much easier.

And also, the map is usually very confusing to understand. Combat: The basic controls from Fable II remain the same, with buttons assigned to melee, skill, and will. But in Fable III, it is much more fluid and easier to switch between different combat styles. Even petty little things like holstering your weapon looks better your character does a badass twirll with his pistol before putting it who-knows-where.

Flourishes, which is the charged weapon attack, remains the same as it did in Fable III. There are 12 comments. Hurball , 17 Jun 18 Jun This review contains spoilers. A few years back, I played Fable II. It was a competent but fairly forgettable RPG - a rich and colourful world, inhabited by rich and colourful characters, but let down by a run-of-the-mill storyline, bland combat mechanics, and being far too easy. I half wanted to, but never got around to it. So when Microsoft recently released the game for free on Games on Demand, I jumped at the chance That isn't to say the game is without merit - it has some positives - but the flaws here are far too important and too numerous to simply mention in passing.

They need highlighting, and highlight them this review shall do. Before that - a quick paragraph on the general game. It's fairly standard RPG-fare again - you play as a prince or princess travelling the world of Albion gaining support from various towns and cities to overthrow the evil King who is your brother, incidentally. Starting off with two allies, your Hero completes quests and makes promises along the route, visiting industrial cities and snowy mountains, and fighting a variety of monsters, from wolves to the undead.

Overthrowing the King, however, is not the pinnacle. Afterwards you are required to help decide on the fate of people around Albion, and help protect them from impending doom You have a sword, a gun, and magic - each assigned to a different button.

They're all independent of each other. This leads to choosing one button and mashing it constantly when enemies appear, whilst aiming roughly towards one of them at a time. Whilst this is tedious and boring, it's not even the only issue. And they will do so as often as possible, with no real way of breaking through their guard! A third of your weaponry rendered inert - leaving you to spam ranged attacks for the entirety of the game. Fun, this is not. Interactions One thing interesting about Fable II was its character gestures.

You could wander in the street abusing people, showing off, posing, and the NPCs would reach accordingly. It was fairly simple, but a decent and distinctive addition nontheless. For reasons unknown, Lionhead seem to have decided that the system didn't need improving, it needed dumbing down. Rather than have a choice of gestures, your character can only perform a good, funny, or evil gesture of the game's choice.

And the reactions will be both identical and forgettable every single time. The system is also essentially redundant - unless you want to marry the NPC of your dreams or level up very slightly there's absolutely no need to even bother performing these repetitive and boring interactions.

Hold A To This issue should never have made it into the final game. Right from the start, rather than simply clicking on an item, you have to hold the button down for a few seconds. It achieves nothing, and is instantly annoying. If you're on a quest, there's a faint yellow line stretching ahead of you to your destination.

But outside of missions, finding your way around is based more on chance than anything else. Say you want the blacksmiths in Aurora. You can fast-travel there, but there's no mini-map. It is possible to see a representation of the city via the world map which is accessed by pressing Start, then walking forward in a room and clicking on a table! The only real way of finding what you want first time is via YouTube videos, a damning indictment of how un-user friendly this game can be.

Estate Agent Sub-Game Making a return from Fable II is the ability for your Hero to purchase property throughout Albion, and obtain returns on it through rent and sales. Also making a return from Fable II is the fact that this is completely unbalanced, leaving you with a constant influx of money with practically nothing to spend it on. In a misguided attempt at rectifying this Lionhead programmed your properties to decay over time, allowing you to repair them when necessary. The fastest way to do this is to hover over every house you own, one by one, select them, scoll down a menu, and select repair.

It is as tedious as it sounds. Co-Op Co-operative play has two main issues. Firstly, you cannot join your partner unless you both have the exact same DLC packs installed! When trying to play a quick co-op game together, a friend and I spent 45 minutes downloading the right DLC packs, and we still couldn't sort it due to a "Free Weapons Pack" only being available to players after a certain point in the game he hadn't yet reached. And deleting that pack only led to my game refusing me access to my save file unless I redownloaded it!

Even if you get a game sorted, unless you're the lead player your character is completely irrelevant in the world.

You can't buy property, choose where to head, activate missions. Co-op feels pointless. Because it is pointless. Choices Once again, your actions in Fable are apparently important. From the outset, you can be as evil or as good as you want. Games have always had a problem with implementing these moral choices in a believeable way, as gamers tend to decide whether they're going to be good or evil at the start, and play through that way.

The game, meanwhile, still operates under the pretence that its choices are nervous, anxious moments - pretending your character may stray from the path they've stuck rigidly to so far. And whilst Mass Effect gets away with this through strong dialogue and well worded choices, Fable III botches it completely. The first half sees you starting up and executing a rebellion against the crown, and has normal missions replete with cutscenes, monster fights, and exploration.

Once you become the ruler of Albion, however, Fable changes pace completely. The second half of the game consists nearly entirely of you making "important" decisions whilst sat on your throne.

Do you want to fill in a lake? Do you want to force children to work in factories? Each decision has an obvious good and evil answer - the game doesn't even try to hide this - and no matter how good or evil you've been the game will still pretend you're on the fence and bring forward characters to debate each stance every single time.

Not only this, but the evil Reaver is tasked with executing each decision, even ones he stood vehemently against moments before. Whether it be forcing child labour or building an orphanage, Reaver's your man!

At no point does the endgame get you to think about your decisions, it's simply a matter of being good or evil. General Glitches Even putting everything above to one side, Fable III has more than its fair share of glitches and annoyances. When trying to interact with a person or item, you need to stand by them and wait for the interact button to hover over them. Sometimes this works fine, other times you'll find yourself struggling to move your character to the exact spot the game seems to need you to be in.

At points in the game the yellow quest trail will cease to exist, leaving you utterly lost. At one point the quest trail seemed certain my destination lay between two zones, constantly guiding me into one area before aiming straight back to where I'd come. When trying to date an NPC the Accept button glitched, with the result that I had the date accepted but could not hold her hand to actually go on it. One quest had me hold hands to lead my companion somewhere before the game decided my ability to run should be taken away.

The framerate drops constantly The list goes on It's a decent game ruined by a veritable horde of questionable or lazy design decisions. And whilst the first half of the game gradually builds up to you overthrowing your brother and beginning the process of saving Albion, the second half is little more than a succession of checklists. Peter Molyneux has since voiced displeasure about how the game turned out, saying that the game didn't match up to the original vision - this sums it up perfectly.

The voice acting is as brilliant as ever, with the likes of John Cleese and Stephen Fry bringing their characters to life. And whilst the ability to customise your hero, your features and your homes may be essentially redundant, it still gives the game enough in its locker to keep you occupied should you so wish. There's still enough here to save the game from being a total write off, and it's completely free!

But it's a little bland, inoffensive, and above all - forgettable - a game you can play from start to finish and have no strong feelings about it either way. And that, in my opinion, is it's biggest crime There are 8 comments.

Ne0nAbyss 90, 18 Apr After proving yourself to Walter, you escape the castle where there forth on you must prove to your citizens that you are not like your brother in any way and that you can change the kingdom, all the while trying to save the kingdom from the impending doom that will attack the kingdom exactly 1 year after your crowning. There are 2 comments. Demangirl 33, 31 Jan 04 Feb He instructs you to take the clothes of the man lying prone across the table and go earn some gold , to be precise so you can buy the tattoos and facial hair to complete the disguise.

There are jobs around town to be had, Lute Hero, or Pie Maker. Go to the Sanctuary, second door from the left, to equip these and your mercenary getup. FYI, this is consistent whether playing as male or female. Leave the town by bridge and turn left towards Mistpeak Valley. Go straight down the path and around the bend to the right. Take the trail to left. More to the left and under a bridge is a Demon Door. He wants you to bring him a co-op playing Hero.

Heading back, go towards the lake, veering to the left before taking a dip. Making your way through the camp, you will be called Jimmy and your disguise will hold. However past the second gate, you will be recognized and will have to fight your way through the rest of the camp.

Slaughter on until you come upon a large round structure, slip under the gate and find your first boss, Captain Saker, leader of the mercenaries. He likes to light and flick cigars at you and has a frightful strength in melee range.

His buddies will also jump into the fray intermittently. Slow Time and Health potions come into great use here, as well rolling away. Eventually, Saker will call an end to the fight and you have a choice to make: Let him live, or kill him.

This will impact your moral standing and if he lives, he will serve as an ally. Make your choice and enter the Road to Rule. Choose your chest s and exit.

Back at the Mercenary Camp, you can either hoof it back to Brightwall, or you can go to the Sanctuary and use the map table to fast travel. Either way, meet Walter back at the Brightwall Inn.

Walter and Samuel explain you will need to help out the people of Brightwall in return for their help to the people of the Dweller Camp. Follow the curve to the left and Bernard, who has lost his chickens. Bernard explains his chickens have mysteriously escaped and they have spread all over town! He asks that you don a chicken suit, befriend the wayward fowl and lead them home. Equip the chicken suit in the Sanctuary Dressing Room and begin your chicken hunt through the town. The chickens loiter about in groups of three and when you find them, give your wings a mighty flap to coerce the chickens into following you.

Lead them back to Bernard and chase again. After returning all the chickens back to Bernard, his wife comes out and announces she released the chickens, as she believes they deserve to be freed. Bernard gets indignant and suggests that maybe it would just be best to kill the chickens rather than let them visit feathery destruction upon the town.

He puts the choice to you: Let the chickens live, or kill them all. Either way, at a later time Bernard will start a chicken race, where bets can be placed and money can be won or lost.

Just by the entrance of the Brightwall Academy, find Lambert and Pinch off to the left. They want you to retrieve a long lost play, as well as the last person they sent after it.

Go straight ahead until a door slams in your face. Someone or something warns you against continuing. Open the door anyway and move on. Another door slams, open it and find the glowing book in the back right corner of the room.

Pick up the book and an angry ghost pulls you in with it. You come to with Ransom Locke, the man you were sent after, sitting on a bench next to you. First you will step into a dress and role of the lovely daughter of a dung merchant. Some dead guy will begin professing his love for you and you must choose to declare love or abuse your co-star. Regardless, Morley will appear after the scene and praise you. Next scene, you will become a lively court jester, dressed yet again as a chicken.

A dead guy calling himself King in such ordinary clothes! Your choice is to tickle him, or declare your love.

After the scene, Morley will again appear to stroke your ego. The following scene is actually a combat encounter, you will dress in mercenary clothes and battle many dead guys. There is a choice here too: you can die, or you can live. This affects nothing and the play is written that you die. But experience is to be gained here, so there is that. Return to Samuel at the town gate. Travel to the Dweller Camp to present your music box to Sabine.

Sabine asks that you promise to return the mountains to their former glory. Follow Walter out of the Dweller camp and back to Mistpeak Valley. Head down to the lake and bear right. You will encounter bandits, jumping out at you from behind trees. Beat them down and continue to the monorail station. Inside, you will meet up with Walter and then watch in horror as the monorail malfunctions and crashes to the ground below. Walter is aghast and leads you to the ground level in an attempt to save any survivors.

After using the lift and winding through the cave a bit, you will come across some Hobbes. It appears as though the Hobbes sabotaged the monorail car, but for no known reason. Slay the Hobbes and try to find your way out of the cave. Follow the rails deeper into the cave. Hobbes will continue to assault you until you reach a large ravine. Walter points out that you could shoot down the Hobbes waiting across the gap. Consider it practice and enter aim mode.

Eventually you will come upon the remains of some old city. Walk into the ruined arena to find an ambush waiting. Several Hobbes will be casting summoning spells in the center of the arena. Slay them all and a portal to the Road to Rule will appear. Handle your business and exit so Walter can show you his mad skills by dispatching the Hobbe blocking your way out of the arena.

Make your way unhindered through the remainder of the cave and find yourself in Mourningwood. Walter explains Mourningwood is a terribly dangerous place to be at nightfall. You will make your way to the Mourningwood Fort. Walter greets Major Swift and sends you to practice operating the mortar while he explains your proposition. Once you begin to practice using the mortar, Hollow Men begin to erupt from the ground.

Blow them to bits with the mortar, aiming for large groups at a time. After decimating the already dead, it comes to your attention more Hollow Men are breaking down the rear gate. Get down to the yard and tear them apart. Lieutenant Simmons summons spectral swords, burrows away only to pop up and run at you like a maniac from afar. He also constantly summons about a half dozen Hollow Men to corner you so he may more easily wail upon you. His super sized swords are slow, but that just means they hurt your face like woah.

Use a non-targeted spell to wipe out the minions and focus your serious efforts on Simmons. After Simmons dies his second death, Major Swift agrees to join your cause.

A portal to the Road to Rule opens. Now off to meet Walter at the entrance to Bowerstone Sewers. No health bar! If you begin to take too much damage, the edges of your screen will begin to soak red. The red will intensify as you take more damage. Is there some sort of experience bar or way to track character progress? Note the circle that winds around in a clockwise fashion in the top left corner. That is the closest thing to an experience bar in this game.

For each circle that completes, you gain another Guild Seal which can be used to open chests in the Road to Rule. What happens if I die? You can get knocked out however. This will happen if you take too much damage without eating something, or taking a health potion.

If you are knocked out, you will lose all progress you had towards your next Guild Seal and you will receive a scar. What is up with the food in this game? If you eat anything but vegetables, you will gain weight. Cardo counts for nothing in Albion, so if you keep eating crap, you will become fat.

Vegetables will cause you to lose weight. Also, you can only carry one type of food or drink at any time! This caps out at seven per. So if you are carrying seven carrots and pick up an apple, all your carrots are gone, but you have an apple! Along the way will be hostile wolves. Head to the Sanctuary and choose either a hammer or sword.

The hammer is strong and slow, while the sword is weak and quick. Take your weapon back to the flit switch and slam it to summon a bridge.



0コメント

  • 1000 / 1000