Some of you may have seen this before on the boards at Bigbluebox.com but if you have not, then reading this post may be interesting for YOU.
So, without further adue, Wollan with the help of the BBB team and site, present to you: Fable - Unofficial faqs.
Updated Fable Faq – December 9, 2002
NOTE: THIS IS NOT AN OFFICIALLY ENDORSED FAQ, BUT THANKS GO TO GASHPREX FOR TAKING THE TIME TO UPDATE IT.
IT HAS BEEN MADE A STICKY AS IT DOES CONTAIN GOOD INFO AND LINKS FOR THOSE NEW TO THE GAME/LOOKING TO EXPAND THEIR KNOWLEDGE.
Fable is developed by Big Blue Box Studios
The people quoted in this FAQ are
Dene Carter – Lead Designer – Big Blue Box Studios
Gradius – Lead Q/A Tester for Fable – employed by Lionhead
Ian Lovett - Director of Art Big - Blue Box Studios
Official Fable Websites - All link to the Same Site – Nothing but a flash Intro yet.
www.fablegame.com
www.fable-game.com
www.fablegame.net
www.fable-game.net
Fable Fan Sites
http://www.planetxbox.com/projectego/
http://lionsource.com/projectego/
http://www.projectego.co.uk/
http://www.fateofego.tk/
http://wind_dragon88.tripod.com/page1.html
Release Date
Gradius
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Winter 2003 means 'after October 2003, before January 1st 2004', not counting any slippages.
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Length Of Game
Gradius
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20 hours to complete' quotes from previous interviews are referring to the time it would probably take to run through the main story, knowing EXACTLY where to go and what to do, at high speed. Players new to the game will have lots of other distractions, such as side quests, NPC's, the scenery, wanting to explore and fight and sneak and pickpocket and try new clothing and hair styles and watch the world go by and gaze longingly at the ladies...
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Gradius
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20 hours is the estimated time of completion, running through the game as fast as possible, knowing exactly what to do.
It is though, just an estimate. But that's just for the main story.
With all the side quests, scenery, exploring etc etc etc etc etc...the game will give many hours of lovely pleasure.
A player is not forced to rush. We'd hope that gamers take their time and play for 100's of hours.
In fact, we hope they glue the pad to their hands and keep their eyes open with matchsticks so they can play forever!
(Warning: Do not try this at home kids. Please do it at a friends house).
As for ageing and how fast time goes...please don't worry about it.
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Character Info(morphing, sex, Scarring)
http://gamespot.com/gamespot/storie...62038-2,00.html
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Sadly, the enormous complexity of the character's physical development has forced Big Blue Box to limit the sex of the main character to a male.
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Gradius
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Blood loss was pitched into the ideas pot for Ego, but was deemed that it would be too annoying, as Tmac points out.
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Dene
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The 'evil' look in our game merely changes the colour around the character's eyes and his expression - just a little bit. The effect is very subtle - you wouldn't expect villagers to run away shouting "Oooh - he's evil!" just by looking at you. However, you can be perfectly 'good', but dress in black armour, avoid the sun and develop a pale complexion, cover your body in tattoos etc. and people will assume you are evil.
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Dene
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"Not if you look after your wounds. If you leave your wounds to heal, you'll often scar. If you bandage them, you won't. Simple, really."
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Gradius Re: Fatigue
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The hero slowing down and eventually falling over would be more annoying than fun.
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Combat
Gradius
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Combat is one of the things we are obsessed with getting right. I can't comment on what we are making in this area, but it won't be a button bashing, finger twisting exercise in tedium, I can tell you that.
Keep the thoughts coming on what you'd like to see in combat as we take note of people's feedback.
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Combat is probably the most important part of the game. This has to be right and every effort is being made to make sure that the player is always in control, has a great variety of attacking moves, can quickly and intuitively defend, the action is seen from a user friendly angle, and that the ai of the opponents is up to scratch.
Keep the thoughts coming, as it helps us see what people like in their combat systems.
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http://xbox.ign.com/articles/359/359900p1.html
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New on display was Ego's combat system. The game is a long ways off from being finished, as professed by creator Peter Molyneux, still the combat system seemed complete enough to evaluate. Combat in Ego varies based on the weapon you choose to wield. In the demo, the character was a master with a frying pan. Combat's in real time with actions and combos similar to what you'd find in an adventure game.
Enemy AI is very high. Bad guys hide in wheat fields, surround our hero for better attacks, and learns from the players actions. The world of Ego is massive, and it's rare for an RPG to have such a smooth combat system. Ego's a deep story with near limitless possibilities and a beautiful design. Tag on a quick, easy, combo-oriented combat system and you have a game that could be one of the best ever. But don't expect Ego anytime soon. The game won't be released until at least 2003.
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Gradius
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As nice as it would look, it's just too much hassle to incorporate 2 weapons at once for combat.
Some weapons though, will be 2-handed, and your strength versus their weight is also an issue.
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Re: Combat Style
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It's probably more a brutal version of Onimusha at the moment
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Re: Right Stick Controlling a Sword
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I can confirm it.
It is not on the right stick.
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Currently a button draws/sheaths seperate from any combat buttons. You can walk around with the weapon out (confused as to why you think you couldn't).
Combat is being developed at this very moment, and so is liable to change as we tweak and play and tune it.
It's really coming on quite well...very painful looking (and sounding).
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Attacking/blocking IS done on the buttons/triggers.
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Re: Combos
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it's not just button combos.
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World Interaction
Gradius
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There are no transitions when you enter a building. You can look through the windows at the world moving outside, walk out onto a balcony and watch the NPC's going about their business...and if a thiefy type then you can peer into windows, smash them, climb inside and then scream as the guard dog savages your face.
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Gradius Re: Loading Times
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Tis true....one at the start and that's it.
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Gradius – Re: characters on Screen
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10 to 15

We can have more than that sonny :-)
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http://www.planetxbox.com/projecteg...nterview1.shtml
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4. Looking at the screenshots it appears that in one of the examples ears of grain have been singly rendered- is that going to be a common feature or was a clever programing technique used to make them appear like that?
Every single object in our game world is rendered individually. It's mad, but it actually works particularly well and allows us to wave them individually, to part as someone walks through etc.
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Gradius – Re: Creatures(Dragons and Vampires)
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This isn't D&D though.
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Vampires would not suit the game.
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Vampires don't fit the storyline, and this game is not Soul Reaver.
If you want Vampires, go and holiday in Romania or watch Buffy.
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Gradius
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Swimming is currently due to be implemented. Anims exist for swimming on the surface, although underwater swimming is doubtful. As for armour affecting you, I'd think that would be the case.
Do you think water should drip off the hero as he emerges? Should his skin turn blue temporarily if he swims nearly naked in cold water? Should the hero be able to dive down vertically for a couple of seconds to grab objects?
All thoughts and suggestions for swimming would be great, so post em here.
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Story
Gradius
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You can stand in a forest and gaze at the trees all day, but that'd be boring.
That's why there is a story in there, to keep it spicy.
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You are not forced to do anything. If certain events happen you can take either side, run away or just watch. But if somebody has it in for you, or something develops, you'd have to react to survive! Nobody is forcing you to fight back. :-)
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Dene
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I wouldn't really listen to any points you may have heard on the 'story'. The story details are exceedingly... fluid. The exact nature of what propels you from life in a small village into the life of a hero hasn't actually been told to anyone yet.
It involves 'lightpeople'. It involves a lot of explosions. It involves a lot of nastiness. This game certainly isn't getting lighter or nicer.
Simon and I are in charge, and our influences are Lovecraft, Sleepy Hollow and A Company of Wolves. Not light.
At this point, I can't see how we're going to avoid a mature rating considering the scope of actions available.
Anyhow...
...people get so worked up about things.
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