Fable 2 Preview
One is the loneliest number—Peter Molyneux unveils surprising new feature for his ambitious role-playing game.
Date: Wednesday, February 20, 2008
Author: Tracy Erickson

Illustrious developer Peter Molyneux has long touted the drama of Fable 2, not to mention how raw emotions like love and disdain feed into it. We've seen the game twice since its unveil nearly two years ago and while it's certainly made an impression, yesterday's behind closed-door meeting with Molyneux during the Game Developers Conference proved the most compelling look yet. Concluding his long-running preview series of the game's “big three features,” Molyneux unveiled Fable 2's most innovative element: full cooperative play.

Joining up with a buddy to play a game isn't a revolutionary concept; however, it's relatively unheard of in a traditional console role-playing game. Other console RPGs have made attempts at cooperative mechanics, but none compare to the drop-in, drop-out play being attempted here. What makes Fable 2 unique is that it doesn't pigeonhole players into specific roles, granting total freedom to both players. Never before has this been tried in a role-playing game and it's arguably the first definitive element that sets the sequel apart from its Xbox predecessor.

Demonstrating the cooperative element via sparkling new build of the game, Molyneux highlighted the ability for a second player to pick up a controller at any time and enter the game without the need to exit to the main menu. The game will offer local cooperative play, although no confirmation yet of support for Xbox Live. It wouldn't be out of line to expect, however, to be able to play online when the game ships. When will that happen? Molyneux assured us of a release before the end of 2008.

The pick-up-and-play nature of the game's cooperative elements enables characters of various experience to join up without much issue. Dynamic difficulty ensures that high level characters pairing up with a less experienced buddy will meet enemies that put up a fair fight. As Molyneux stated, “We want to make sure that experienced gamers will be able to play with those who have never played a role-playing game in their lives.” In essence, enemies won't be as hardy when teaming up with someone lower in level than you in comparison to playing with someone equal in ability.

Rewards come from playing cooperatively, since all of the experience and equipment earned stays with your character. At any time during a cooperative session, you and your pal can access a menu consisting of three sliders designating how experience, gold, and renown are divvy. Molyneux wouldn't go into detail regarding the role of renown but it seems obvious it relates to the popularity or even awareness non-player characters have about you in the world of Albion.

Cooperative sessions are structured in such a way that one player acts as the main hero and the second is hired as a henchman (or henchwoman given that Fable 2 allows for female protagonists). Since gold isn't rewarded for defeating enemies, you accumulate wealth by completing odd jobs of which being a henchman is but one. It's another incentive, Molyneux explained, for playing cooperatively. Serving as a henchman is an easy way to put cash in your coffers.

As mentioned in our previous previews of the game, it's possible to build a family given the right choices. Marriage and children are options available to you, although they come with responsibilities. Bringing home the bacon means earning wages—something possible through work as a henchman—and giving an allowance to your spouse in order for them to eat. Fail to do this and you'll find yourself without a loving home to return to after months of perilous adventuring.

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