A lovely idea, isn't it, that a game would be both so reactive and so poetic, that a game would really notice you and afford your presence a degree of lasting importance, that a game would see your involvement with it as a chance for it to grow? But of course there was no acorn in Fable. Years later, after a long life of consequence and heroism, you will return to the place that you planted that acorn and a huge oak tree will tower overhead. If you plant the acorn, green shoots will emerge from the earth. Let's face it: Fable's easy to the point of being obsequious, isn't it? Or maybe it's choosing to measure itself in ways that go beyond mere difficulty? It's no surprise, then, that with all this discussion churning around it, the world of Albion is so often defined by a mechanic that it doesn't even contain.Īs a young child, the story once went, you will find an acorn. It's hilarious - oh, the burping! Or maybe it's just juvenile. It's a shallow RPG, or maybe it's a canny and satirical examination of RPGs in general. Fable is one of those rare, fascinating game series upon which nobody can really seem to agree about anything for very long. Good and evil is barely the start of it, frankly.
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