The Molyneux Paradigm: Hate the Past, Hype the Future
While Molyneux has certainly made this attitude a recurring (and expected) one, many of the creative ideas from him are the ones that never saw the light of day. Personally, I’m of the small camp who believe the Kinect/Natal demo Milo was an interesting idea that deserved to be investigated upon further ; maybe not with Kinect, but with the idea of simply talking to a person and developing a social relationship with them over time, similar to how you build the foundation of a city into a giant metropolis. Molyneux’s Milo project became one of the most iconic figures of the early years of Kinect, but the project was never realized, Kinect functionality or not. And quite frankly, Milo remained one of the more interesting Kinect projects. Considering the widespread disapproval of Kinect, one of the few good things to come out of it was the potential of a game like Milo . Molyneux was trying to make something cool out of something massively disliked: Milo out of Kinect.
The gaming world learned a very important lesson with the release of Halo : those men and women at Bungie know what they’re doing. After taking the shooter franchise to the absolute heights of video game fame and profitability, they left the project in Microsoft’s hands to try something new. We’ve known for some time that Bungie was working on something , but only recently has it become very likely that the next PC (possibly virtual-reality) game from the developers is currently titled Desti
Sadly, I can tell you right now that this game suffers from many of the same problems the original Fable had. The in-game economy is still woefully simple, the plot and many of the characters still lack depth, and the world of Albion in all its glory still feels like it was laid out with anything but feng shui in mind.
And really, Peter Molyneux, for all his broken promises and enormous aspirations, is an innovator. He’s proven his enchantment with taking well-tread ideas and making them into something unexpected. Populous remains one of the most important games of all time, and that couldn’t have happened without some desire to step beyond the established setting. Fable to a lesser extent and certainly with the Milo demo, Peter Molyneux hasn’t made anything flat-out terrible in decades. But his tendency to Get More Information excited about his new ideas so much has led to a negative perception of who he is: many in the gaming community consider him a dreamer, not a doer. Quite frankly, I think that’s unfair to say. Some companies are perfectly content with what they’re doing in gaming, but Molyneux has proven time and again that he’s never satisfied with his creations. He’s always reaching further, even if his eagerness to progress has made him despise the past and ignore the present in awkwardly narrow-sighted ways.
Another game to watch for during Sony’s press conference is the God of War soft reboot. While it doesn’t abandon the events that came before it, the new God of War is taking Kratos in a much different direction, giving him a wider range of emotions and adding his son to the mix. The game is also trading Greek mythology for Norse mythology, which should allow for fresh enemy types and new weapons for players to mas
Now, with that said, one would think this review is going to continue down this path and Fable II will once again fail to reach the pinnacle that was expected of it. With such flaws as a poor map, an unbalanced economy, and a relatively dull plot, how could a game recover? It is quite simple, really. Like its incredibly detailed morality system, the developers seemed to be presented with a choice. They could either give it an epic story with incredibly detailed and fleshed-out characters or sacrifice a large amount of your gaming freedom, or they could give you an engrossing game with limitless options but sacrifice a fanciful plot. They chose the latter and, like your character, whether that is a good or a bad thing is essentially up to you.
From a technical standpoint, the graphics and music are both top notch. The games only real negative in this category is that, more often than not, combat and controlling the character can feel a bit detached and clunky. While combat itself is rewarding, with the ability to switch between melee, magic, and ranged almost instantaneously to keep bad guys on their toes, actually controlling your character can be a frustrating occurrence. You will be plagued by the occasional cheap death, but thanks to not actually being able to die, you won’t have to worry about losing anything more than some experience points if you bite off more than you can chew. In the end, your enjoyment of Fable II will hinge on what is important to you in this type of game. If you are looking for an engrossing story with loveable characters, this might not please you. However, if you are looking for an impressive gameplay experience with tons of replayability, I could not recommend Fable II more. While it may have, once again, fallen short of being a classic, it is a large improvement over the first game despite its numerous weak points.
