GB Feature: Fable Review
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Do you want to be evil? I mean, so evil that you're the kind of person who eats live baby chicks? So evil that you grow horns and attract flies? Or do you want to be good to the point that light shines down on you from heaven and butterflies follow you around? (Before you answer that, I think you should know that your food of choice as a good character is, blech, tofu.) Each side has a lot going for it. Evil players, for example, will have a lot more freedom when it comes to acquiring items. You know how in every other RPG ever made, you can wander around towns, looking through pots and bookcases for items? Well, you can do that here, too, but it's an evil act. You are stealing, after all. If you're good, random passersby will come to your aid in a fight. Just out of nowhere, Fred the farmer and Ted the trader will start giving your attacker a smackdown. How cool is that? Certain spells, weapons, and even food have alignment modifiers, and just about every situation has both a good and evil approach, so you can adjust your morality as the situation requires. For example, a woman begs you to rescue her grandson from the nymph who has captured him. Whilst searching the nymph's cave, you come across a bandit she captured some time ago. When you meet the nymph, she says she'll give you the boy if you can find another human to take his place. Well, sure it means certain death.but he IS just a bandit after all, right? Fable is full of such moral ambiguity, and doesn't consider evil-doing to be a bad choice at all.