BreakdownFable II is unique in that it has two distinct narrative
structures: one that revolves around the main storyline, and one that
revolves around the player character. Throughout the game the player is
given choices about how to complete various quests. These choices
typically come down to disparate good vs. evil options, and the game
world is affected based on which the player chooses.
For example, should the player decide to help a town's sheriff catch
criminals in a certain town, the town will flourish and develop into a
bustling middle-class hotspot. But should the player decide to ignore
the sheriff, and instead help the criminals, the town will fall into
unkempt ruin.
This player-controlled narrative structure is enhanced by the game's
morality and gesture systems. Within the morality system, players who
perform good deeds will become the talk of the town, and upon entering
the cities the townsfolk will lavish the player with attention, gifts,
and praise. Both Sparrow and the Dog will get more attractive, look
healthier, and Sparrow will eventually don a halo. Players who perform
evil deeds will cause the townsfolk to flee, to cower before Sparrow,
or to adorn Sparrow with gifts out of fear. Both Sparrow and the Dog
will look fierce and ragged, and Sparrow will eventually grow devil
horns.
Through the gesture system, the player has the option to get married
(to the same or opposite sex), have children, buy a house, and get
divorced. The player's spouse can die, or the player can engage in
polygamy (which their spouse may not be too fond of). They can gain
favor with different individuals by giving them gifts, or lose favor by
being rude. They can take different jobs around town and use the money
they earn to buy different real estate properties. They can then rent
out these properties at above or below market rates, changing the
demographic makeup of the townsfolk and the goods sold. If they want,
they can name their Dog, teach it new tricks, and even play fetch.
Indeed, this is the crux of what
Fable II provides its
players; the ability for them to feel that they have an impact on the
way the narrative plays out. It is here that the game's narrative meets
the game's core gameplay, and this is one of
Fable II's greatest successes.
At the same time, however, the game's main storyline is largely
unaffected by any player choice whatsoever, and stands in direct
opposition with the game's stated core gameplay tenant: "every choice
leads to a different destiny." Regardless if the player is good or
evil, is a real estate mogul, or is loved or hated by the people, the
main storyline plays out in near identical word-for-word terms.
The result is a linear narrative that is disconnected from what the
core of the game is: player choice. The story in a game such as this
must itself grow with the player, if only at the surface, if it's to be
believable in the context of a complex, changing game world. It's
necessary that the main characters react differently to good or evil
players; Rose, who speaks to Sparrow from beyond the grave, might be
disappointed at the evil Sparrow, and might congratulate the good
Sparrow on deeds well done. Lucien might attempt to recruit the evil
Sparrow, and might scoff at the good Sparrow's attempts to thwart his
plans. Instead, as the main storyline stands, it straddles a middle
ground that forgoes an opportunity to call the player back for a second
playthrough.
Strongest ElementFable II's strongest narrative element is that surrounding its
charming, non-core, quest NPCs. Be it a drunk, asking Sparrow to help
sneak booze past his nagging wife, a hopeful suitor being shooed away
by his secret love's mother, or the highway bandits loafing about, the
side-quest NPCs of
Fable II exude comic British charisma. The
care and attention to detail given to the personalities of these
characters is one of the key components that makes the world of
Fable II so compelling.
Unsuccessful ElementTo adequately understand the game's main narrative, the player must
have an advanced knowledge of the events that occurred in game's
predecessor,
Fable I.
Due to the quickly glossed-over backstory, people, places, reasons for
completing quests in a certain way, and even the core of the main
storyline itself is lost on those without this knowledge. Much like the
way many novels include a chapter or two of detailed synopsis,
Fable IIwould benefit from a clearer presentation of these key elements. An
example is the character of Theresa, who is the blind (and possibly
immortal) sister of the player in the first game. New players know
almost nothing of her past, and her character comes off as a bit
shallow. Another example is the game's ancient prophecy; the nature of
this prophecy, although a key piece of the main narrative, is only
referenced on a few occasions, and never fully explained. This is one
of the reasons the main story feels flat -- players aren't quite sure
what is going on. Fleshing out these key points, and reinforcing them
on multiple occasions, would greatly enhance the impact the story has
on the player.