Fable 2 Interview
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Q: How would you describe your approach to Fable 2?
A: You can approach a sequel in one of two ways. You can say, 'I'm going to give people more of what they want and make it better,' or you can say, 'I really want to make some huge strides forward.'
I've always said there will be three really big surprises in Fable 2, one of which I spoke about at GDC this year - the story and how we're going to tell it. The second one is about combat - what it is, how it's exciting and why it's a different combat system from what's been done before.
It's really about trying to revolutionise something that has been standard - for us, anyway - for decades. What does it feel like to hold a sword, to fire a gun, to use magic, and how can I make that feel much more exciting than it ever has before?
And a snip from Part Two:
Q: What about your other projects? You once said you're working on a game which will let the player relive their entire individual life. How's that coming along?
A: No comment. You can imagine, being a part of Microsoft there are people with hugely sharp weapons standing outside this room, waiting to use them if I comment on that in any way, shape or form.
But, I will tell you, and I think I will get away with this: everything I've just said, all the things that I'm excited about, casual games and accessibility and a sense of wonder - I'm talking as much about the other title we're working on here as I am about Fable 2.