Three Ways to Make Fable III Better Than Fable II
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The original Fable had a fantastic array of magic (or (will) as it's known in the Fableverse) that allowed the player to engage in a variety of tactics against the enemy. Furthermore, it was arranged in a precise and accessible menu that made it quite easy to change the spell you were using mid-combat. In a mind-boggling move, Lionhead decided to effectively neuter the magic system they'd created in Fable, instead giving the player a slew of spells that all, more or less, had the same effect on enemies. There was almost no reason to use one spell over the other.
Additionally, the new arrangement of magic use was a classic case of overcomplicating a system while trying to streamline it. No longer did you have access to any spell at any time, instead you were forced to power up certain spells for longer if you wanted to use them. In other words, if you had five different spells, the amount of time you spent holding down the button determined which of the five spells would be used. And yes, it was as awkward as the sentence I just wrote to describe it. This complaint would've been more important if it actually made a difference which spell you used on which enemy.