The Problem with “Fable 3″

Over the summer, I came into possession (through slightly illicit means) of a mostly new copy of Fable 3 (okay, I got it from Goozex).

I’d never been “into” the series in general. The humor was just north of being functionally retarded, the “moral” choices in it seemed insignificant, and by Fable 2 the combat and RPG systems seemed almost non-existent. But that didn’t stop Fable 3 from coming out, and I’ll be honest, the draw for me was the latter half of the game. “Be a king!” the ads proclaimed. “I want to be a king,” I thought. “I want to make choices.” So I sought out the game… and didn’t play it for a while, because I thought I had made a huge mistake. Yes, like Gob.

Mostly, though, I had other games to play, and I was in the middle of a prolonged Halo: Reach binge that lasted way too long (and not long enough, if you ask one or two of my friends). Lionhead’s newest just wasn’t interesting enough to be worth my time.

That’s too bad, because I found some really cool stuff contained in Fable 3, once I got past the bad voice acting, even worse writing and piss-poor characterizations. (This is supposed to be British humor? Because I’ve watched BBC shows, and they’re funnier than this ever was. I mean, I’m supposed to laugh at a bird taking a shit right in the opening video. That’s not funny. That’s peddling to the lowest common denominator in gamers, and that’s the last thing this industry needs right now.) The problem with Fable 3, however, is the reason that it’ll never be a good game, or even a great game. It’s a simple problem, and one that plagues more games than I think most would care to realize: the problem with Fable 3 is that it’s half a game, and things end just when they’re starting to get interesting.

Let me explain.

The beginning of Fable 3 is fairly typical for a Fable game. It’s actually pretty typical for most Western RPGs. A standard setup, with this chick or whatever getting killed (or whatever) because you took a silent but moral “stand,” and suddenly you are outcast! wanderer! adventurer! self-proclaimed-and-silent-but-reluctant-savior! It all seems very cliche, right from the beginning, and that doesn’t help much when the game only runs about 12 hours total.

That feeling of the cliche – of been there, done that; a feeling that seems so well suited for the Fable series as a whole – changes about six to eight hours in, when the hero falls into a cave. It is in this place that an evil is brewing, something unnerving and foul. Something that vows to eat both the hero’s soul, and envelope the world. It is here that the real plot of the game begins to take shape.

Slowly, the relevance of your actions preceding this point begin to appear. This world – generic though it may be – is one that you are dedicated to saving. Your choices here lead up to the endgame, which at this point is approaching all too quickly, with little lead up, little preparation, only the promise of a battle that must be won.

Yet there is the problem with Fable 3.

Where most games might spend their narratives preparing the player for some world-devastating cataclysm, as was the case with Mass Effect 2 (and that game was content to spread things out, to make the experience last), Fable 3 condenses that story into a little less than half that time. It’s the length of a condensed action game, quick and brutal, with none of the focused trappings of similar titles.

Are the choices that you make worth making? Not when they’re presented in such a good-or-evil way, and the ramifications simply boil down to “can my coffers take this?” Are the characters ones that stay with you? Hardly, though that’s not surprising for any of Lionhead’s titles. Is the gameplay engrossing or captivating? Featuring a stripped-down combat system from even the woefully-inadequate system behind Fable 2… in a word, no. These vital questions aren’t even worth asking in light of a title that does far less than it could, than it should, because its creators were too busy playing with an as-yet-unreleased Kinect tech demo.

I wanted desperately to love the Fable series, from the first game to the newest. There’s something about it that appeals to me, even now. Yet Fable as a whole has been consistently disappointing. The series has never made good on its promise, instead presenting a multitude of systems and freedoms that somehow detract from the experience as a whole. For my money, Lionhead is the single most disappointing active British developer today, apart from Rare.

And none of that is to say that Fable 3 didn’t do a lot of things right. It did. There are consistently impressive and interesting things done in the gameworld, such as the bizarrely meta Dungeons and Dragons sendup, or a sequence where you entertain ghosts. These are the flashes of brilliance that Lionhead games consistently have, and yet the developer is never able to deliver on the promise that each of their games flirts with.

I suppose what I’m saying is this: inventiveness and creativity in games is all well and good, and should be encouraged, but when the underlying gameplay systems aren’t solid (and are persistently not solid three games on), there’s a problem with the series, and its goals may need to be reevaluated.

I’d sincerely hope that Lionhead holds off on creating another game in this flawed series until they can start resolving some of the issues that Fable has had since the first game, instead of adding to the problems. I hope that would be the case, but I doubt it will. We all love to see bad games fail, after all.

Something in the water…

Some months ago, I wrote an interesting piece that was intended as a direct rebuttal to a Kotaku article criticizing a Christian website with which I had been long affiliated. On that site, I was at times a writer and usually an editor tasked with something that was usually quite difficult: somehow “fix” the pieces that were being published on the site, while being met with much resistance. The final published review I wrote on the site was a review of Alan Wake; that was followed by the Kotaku rebuttal, which led some here, to a blog which had been dormant for over a year.

That isn’t going to be the case any longer.

I’m writing this post to say that I’m going to be back in full swing, intending to write (at least) one post a week, with a refocusing. As much as I love music and film, I want this blog to be about games, and how it intersects with other aspects of the culture. Games as a whole cannot be taken by themselves, and so here I am, and here we are.

Games are – by necessity – influenced by the environment in which they were created. No designer exists in a bubble outside of the culture, just as no musician does, and no writer does.

In the same way, we see representations of what interests and influences the artist in the art itself: Kojima was influenced by this, Miyamoto by that, et al. And so it goes.

I don’t mean to say that I’ll analyze things and put them where I believe they should go. That is far too lofty a goal for me to undertake. What I mean is that I’ll write about what interests me and place it here, because it’s the least I can do.

I’ve not been unsuccessful on the writing front since the last post here. I wrote a fairly lengthy piece over at Bombadillo, detailing my experiences playing with morality and choice in Fallout: New Vegas and a number of other titles. It gets a little long-winded by the end, and could probably have used the benefit of another editor, but that’s the way that goes.

I’m currently playing The Legend of Zelda: Skyward Sword, reading George R. R. Martin’s A Feast for Crows and watching Mad Men, season 4. Nothing if not mainstream, right? But this comes after a three-month stint of reading exclusively Cormac McCarthy, of watching Korean cinema (I Saw the Devil will change your life; no Saw movie will ever be adequate, ever again), of working so much in my day job that I could hardly sleep at night from exhaustion. This is not an excuse, but a reason, a reason to begin again.

And so it goes, and on.

Hope you stay around for the ride.

-D

(Sort-Of) Reviews: Alan Wake, Red Dead Redemption, Heavy Rain

In the past two months, I’ve played through three very story intensive games, two of which I now count among some of the best of the year.  These are Heavy Rain, Alan Wake and Red Dead Redemption.  The first two are more or less triumphs, the former a meandering, unfocused, beautiful game, and the latter a taut thriller with the trappings of Twin Peaks and Stephen King’s most solipsistic works.

Red Dead Redemption, on the other hand, is an excellent but flawed game.  Its story winds and strays the focused journey that it should be.  Neither are its characters as engrossing or memorable as those found in Grand Theft Auto IV or any of its episodes.  Arguably, the world is more of a character here, but I find it an unfocused mess that’s a bore to travel through and tiresome to explore.  Still, the brutal violence, coupled with the classic imagery and excellent development of the main character place Redemption as a game firmly following GTA4’s lead.

Because it does follow in GTA4’s wake, the flaws of Redemption are put in sharp relief.  The grimy, claustrophobic canyons of steel and concrete that made up Liberty City have given way to a sprawling landscape, with barren deserts and snow-topped mountains.  And somehow, none of that manages to be quite so compelling as Rockstar’s previous outing, or even competing games in the open-world genre, such as Assassin’s Creed II and The Saboteur.  While neither of those games are necessarily as well put together as Red Dead Redemption ultimately is, they find themselves more compelling, more enjoyable and far more memorable than the vast majority of Redemption actually is.

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Hiatus Over…

I’m attempting to start posting with some regularity again after a bit of a hiatus, simply because of busyness and lack of time.

I’ve got a couple of (sort of) reviews lined up, one for a game and one for an album.

Stay tuned.

Treyarch and Activision’s “Black Ops” Success

In the midst of Activision’s ongoing Infinity Ward-related drama, two pretty big announcements came out of Bobby Kotick’s Evil Empire. The first was that Bungie – soon-to-be erstwhile developer of Halo and former Microsoft subsidiary – had signed a ten-year deal with Activision.  While I respect the news that this represents for both organizations, I’m not really going to comment on it.  Bungie has long since passed off my radar, mostly because their development style has become something quite stagnant and uniform with expectations for gamers.  The Halo universe isn’t something that innovates, and never was; it instead takes its cues from other properties in other mediums, and its story evolved into something rote and predictable.

The second announcement to emerge was to debut the newest Call of Duty, subtitled Black Ops.  Following Activision’s plans of  yearly Call of Duty franchise installments, developed by two developers, means that the problems that Activision is having with Infinity Ward are handily side-stepped by passing development duties on – as they did with Call of Duty 3 and Call of Duty: World at War – to Treyarch, an Activision-owned developer that I am not exactly fond of.  Why?  After seeing one shoddy port too many, I started completely ignoring the company, alongside Neversoft, Vicarious Visions, and a host of other Activision-owned developers.

Yes, that’s right, I’m no fan of Activision. (Nor am I much a fan of Call of Duty, but that’s another thing altogether.)

Yet with the announcement of Black Ops, I find something truly appealing coming out of Treyarch’s camp.  The concept of a game that goes through the earliest of covert ops, through Vietnam and into the present is something that could be quite powerful – profound even – if done correctly.

Time will tell.

In Response to Mr. Ebert…

Earlier this week, the brilliant, esteemed critic Roger Ebert wrote again that he believes that video games can never be art.  When he first made this argument some five years ago, I disagreed with him quite strongly.  Here was, I thought, a man that could not and would not ever understand the way that games were, the potential that they had, the point that many attempted.  Here was a man that would not and could not see that games were meant to reach heights heretofore unseen by the likes of cinema and books.

Since then, my view has changed quite dramatically.  Before now, I cited examples such as Indigo Prophecy and Prince of Persia: The Sands of Time as being the closest that games had come to art in form, as the closest they had come to meaningful narrative and true artful focus.  They were games that attempted to break the status quo: games that did not cater to the masses but focused on instead delivering their respective visions without deviating for a second.  And while that’s not entirely true, in that the former unraveled by the end and the latter featured two sequels that deviated quite a bit from the fantastical nature of the original, it was my view, and I stood by it.

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The Antlers Release Free EP

Normally, I’m not going to attempt to hock anything here, but The Antlers are a band that everyone should pay attention to, and a free EP by them is not something that I can just ignore and not share with people.

http://www.myspace.com/theantlers

And a video for the song “Sylvia,” which is probably one of the most haunting songs of 2009:

http://www.ifc.com/blogs/indie-ear/2010/04/exclusive-video-premiere-the-a.php

Enjoy.

In Which I Beat a Dead Horse – Narrative in Gaming (Part 3)

I tend to – often mistakenly – pride myself on not being a “gamer.”  There are other words, other definitions, that I would attempt to place myself in, were I to do that sort of thing, in some effort to put this thing called me in some preconceived box.

That is to say that all of the things that I write about gaming come first from a writer and a reader of fiction, and second from a gamer and a person who enjoys those experiences: the fun, the visceral, the intellectual pursuits that I seem to aspire to in my continuing journey through interactive storytelling and in some effort to find it.

There are those that would say that gaming itself could function without story involved.  This is absolutely, unequivocally true.  I have no preconceived notions of that.  Yet I would argue that we would lose an exciting, powerful, stimulating medium through which to tell those selfsame stories.

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Narrative in Gaming (Part 2)

Like any technology or industry, video gaming has its innovators.  From the hype machine, the audience is lead to believe that innovation comes quickly and frequently, with the medium constantly evolving and in a state of flux.  Some prominent voices (read: Michael Pachter) seem to think that stability is something to be feared, so predictions of upheavals and new tech and the like are constantly on everyone’s radar.  And the mainstream press and gaming blogs pick up on it, because like it or not, such predictions are “news” in the industry, and aren’t something to be frivolously ignored, no matter the ultimate outcome.

The truth, however, is that the gaming industry as a whole – publishers, developers and consumers, as well as a host of other peripheral industries, such as gaming journalism and PR and marketing – relies on stability in games.  What is taken for innovation is actually an evolutionary iteration of established mechanics or tech, instead of something that is a full-blown innovation on established mechanics.

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Narrative in Gaming (Part 1)

Narrative storytelling in gaming gets a bad rap.  Few but vocal are the ones that find it a necessity, and while their numbers are growing, tastes in the mainstream gaming culture still aren’t mature enough to handle the growth necessitated by the stories that many developers want to tell.

First-person shooters, in general terms, are the most underdeveloped of the lot, and many of them sell millions and millions of copies.  Certainly, Bioshock and its predecessors are exceptions, and worthy exceptions at that.  But these are not the rule.  Even these fine examples of design and narrative fell apart due to convention and cliché at the end of their respective journeys, something that proved disappointing to the players who found themselves caught up in 2K Boston’s cautionary tale.

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