Curt Vidler
Articles de blog de Curt Vidler
There were many secrets to discover in Albion, which was necessary to pad out the game. The main story campaign was short by RPG standards, so having optional side quests and secrets added value to the title. Demon doors would have treasures such as legendary weapons if you could solve the riddle to open them and there were many silver keys scattered across the land they were needed to open silver treasure boxes. They may have have fixed this in the subsequent reissues of Fable, but in the original Xbox version there was a glitch to get unlimited silver keys. This worked by getting a key, doing a hero save but not a world save and then load the file. The character will have the key in their inventory and the key will be waiting to be collected in its original spot.
Fable was always a game that felt like you were actually building a character how you wanted. At least in terms of shaping your path and justifying moral choices. But you were kind of tied down to the armour available in the game's world. And while that in itself was okay, I think I'd like to have the choice to visit a blacksmith and customize my armour and weapons' appeara
While the highly anticipated Elden Ring from FromSoftware will be missing the show, there are still plenty of games to look forward to. Here's a handy list with the biggest Adventure Games weapons to look forward to, along with events and streams related to t
Project Ego sounded like nothing I had played before. Being able to pick and choose which quests to take wasn't exactly groundbreaking, but the idea of the game taking place across the character's lifetime was intriguing. There was talk about how the character would be designed and uniquely tailored to the player's gameplay and they would be able to have children that would have a significant impact in the world. The character would receive unique scars from battle, they could plant a sapling and watch it grow in a massive tree throughout the course of the game and the NPCs would have unique reactions to the player based on their deeds to create the sense of a living world the player was truly a part of.
As the third part of Microsoft's Arcade Next XBLA promotion (which has included Bloodforge and Trials Evolution so far) Fable Heroes fits the casual, family-friendly bill. A cooperative button masher that combines elements of Lionhead Studios' wildly popular series and a more traditional board game, Fable Heroes is very hard to label - and even harder to expl
Fable was one of those titles that caught my attention well before its release in some article in a game magazine back when paper gaming magazines were still in abundant supply. How far exactly before the release is uncertain, but I want to say it was well over a year before Fable's launch, possibly even as far back as 2002 or 2003 when it was still called its working title Project Ego. Open world gameplay has practically become the standard in modern game design, but this was not the case in the early 2000s.
I'd particularly like to explore the world in the same way I was able to explore the world in Red Dead Redemption 2 or Assassin's Creed Valhalla. Both titles having an incredible number of references tucked away in with different areas. With this same sort of vastness, Fable could be ripe for having you struggle through a dark forest filled with Balverines and then emerge near a small town that's surrounded by towering wooden wa
It's hard not to take families with younger children into consideration when reviewing Fable Heroes , but even they deserve something a little better than this. There are hints of complexity that suggest the game is for an older audience, while the look and gameplay make it seem like a broad, kid-friendly title that carries the Fable name. Unfortunately, in service of trying to win over the most gamers (or even non-gamers) possible, Lionhead may lose every
With prosthetic limbs becoming ever more advanced, the world of cyberpunk shooter series Deus Ex is starting to seem like a realistic vision of the future. As human beings start to use technology to evolve their own biology, the player is faced with some hard choices regarding what the future of the human race should look like, and how it should be governed. The original Deus Ex is still the pinnacle of the series, but Deus Ex: Human Revolution was the title that really demonstrated just how great a movie adaptation could l
The combat mechanics played a big part in creating an enjoyable game, but a lot of the fun came from just exploring the world and seeing what sort of trouble one could get into. The goal of the hero was to gain fame, which was measured by their renown which was acquired by completing quests and the reaction of the NPCs was determined by the character's alignment, which was also influenced by their actions. Good characters would seem to develop a bright aura around them and a halo, while evil characters would grow horns and attract pestilence. The NPC behaviors weren't quite as unique as early claims from Project Ego days would have you believe, but they did react based on those factors, though just about everyone gave the same reaction based on the hero's current renown and alignment.