Home News Don't Wait For Fable, Play Fable 2 Instead

Don't Wait For Fable, Play Fable 2 Instead

Author : Benjamin Update : Mar 18,2025

Buried deep within this week's Xbox Podcast episode was exciting news about Playground Games' highly anticipated Fable. The news, however, came with a bittersweet twist: a delay. Initially slated for release this year, Fable is now scheduled for 2026.

While delays are rarely welcome, they often signal a commitment to quality. Hopefully, this extra time will allow Fable's richly detailed world to truly flourish. But this extended wait presents a perfect opportunity: now's the ideal time to revisit (or discover) the Fable games, especially Fable 2, a series high point and a truly unique RPG.

By today's RPG standards, Fable 2 is remarkably unusual. Even compared to its 2008 contemporaries, like Fallout 3 and early BioWare 3D titles, its vision is singular. While boasting a traditional campaign structure with a linear main story and optional side quests, its RPG systems are far simpler than those found in Oblivion or Neverwinter Nights. This streamlined approach makes it incredibly accessible, even for RPG newcomers.

Only six main skills govern health, strength, and speed. Weapon damage is the sole combat stat; armor and accessories lack such stats. Combat, though frequent, is surprisingly straightforward, enhanced by creative spellcasting (like the delightful Chaos spell that makes enemies dance). Even death carries minimal penalty—a minor XP loss.

In short, Fable 2 is the perfect RPG for those new to the genre. In 2008, Oblivion's Cyrodiil might have felt overwhelming, but Fable 2's Albion offered manageable, easily navigable maps. Players could freely traverse these areas, aided by a canine companion, discovering hidden treasures, caves, and challenging Demon Doors. This design creates a sense of scale and opportunity that belies the game's actual size. Albion's geography is somewhat restrictive, guiding players along linear paths, but this isn't necessarily a drawback.

Albion pales in comparison to the expansive worlds of BioWare's Infinity Engine games or Bethesda's Morrowind. However, judging it by modern or even contemporary standards misrepresents its strengths. Fable 2 prioritizes a bustling, vibrant world over vast, explorable landscapes. Viewing it through the lens of The Sims reveals its remarkable societal simulation.

The town of Bowerstone is full of simulated, authentic life. | Image credit: Lionhead Studios / Xbox Albion functions like a complex, organic clockwork mechanism. Its citizens wake, work, and sleep, reacting to events and each other. Like Sims families, each citizen has a unique personality and routine, influenced by their roles and preferences. Through a diverse range of gestures, players can interact with NPCs, charming or antagonizing them. A well-timed fart might elicit laughter in a pub, while mocking children might send them running. Fable 2 masterfully creates reactive NPCs and a truly living city.

While the player is a Hero destined for grand adventures, Fable 2 is most engaging when fully integrated into its society. Buildings, including houses and shops, are purchasable with in-game currency earned through jobs (woodcutting and blacksmithing minigames offer relaxing distractions). Players can become landlords or furnish their homes. They can even woo NPCs, leading to marriage and children. While individual elements feel artificial, the overall effect is remarkably lifelike.

Few RPGs have matched Fable 2's societal simulation. Even Baldur's Gate 3 lacks its organic romances and property market mechanics. However, Red Dead Redemption 2 offers a similar, albeit more polished, approach. Its detailed world features reactive NPCs who remember and respond to player actions. This creates a sense of lasting impact, unlike many RPGs where interactions are fleeting. If Playground's Fable aims to stay true to its roots, Red Dead Redemption 2 should be its primary inspiration, not current tabletop-inspired RPGs.

Other key elements must also be preserved. Fable's British humor, witty social satire, and memorable characters are crucial. The strong good-versus-evil dichotomy is also essential.

Fable 2's combat is simple, but its enemy designs are gorgeous reinterpretations of fantasy staples. | Image credit: Lionhead Studios / Xbox Peter Molyneux, Lionhead's founder, championed the good-versus-evil choice in Black & White and subsequent projects. However, Fable 2's approach differs from the nuanced choices in The Witcher or BioWare games. Fable 2 presents stark, comedic extremes, lacking grey areas. Early quests offer binary choices: help a trader or destroy his goods; torment an ex-lover or marry her.

Modern RPGs prioritize player expression through complex moral choices. Fable 2, however, thrives on its binary system. It embraces the extremes of heroism and villainy. The sequel's quests and reactive world allow actions to shape reputation and alignment. Moral choices in many RPGs feel underwhelming due to their focus on the middle ground, making true evil feel less impactful. Fable 2, however, fully embraces both extremes.

It remains uncertain if Playground Games will capture this aspect of Fable. The recent gameplay footage showcased a more detailed world than previous entries, suggesting a less restrictive open world. A city scene hints at a vibrant, Sims-like societal simulation.

This vision, however, is still a year away. In the meantime, experiencing Fable 2 reveals its charm and importance. The new Fable shouldn't imitate Witcher, Baldur's Gate, or Dragon Age; it should remain true to its unique identity—farts and all.