Grecco said:Did you keep the Archons dream or give it back?
Costanza said:I think you can give like a million gold to a beggar and go from 100% evil to 100% good.
Grecco said:Did you keep the Archons dream or give it back?
sionyboy said:I gave it to her. I had plenty of money by that point and I was playing a 'holier than thou' character anyway. Which is strange, since I kept the Hollowmen Crystal and sold it for megabucks
Jedeye Sniv said:Where might I find this artefact of which you speak? One of the mansions?
What items are you trying to get?jmoe316 said:So I downloaded that DLC from the marketplace but can't seem to get the items. It's in the chest by the cullis gate in the guild correct? I already opened that chest at the beginning of the game (I think to get the fable 2 items from the game's website like the chicken suit).
Does this mean I can't get it with my current character and have to start a new one to get the items?
Thanks.
Drek said:Should I expect to find any better weapons than the Master level weapons in the game?
I got the Hammerthryst and McGraw's cleaver, both would've been great but I got a master battle axe with two augments (ghoul and shock) and it has significantly higher damage.
The game has a lot of great aspects but it is all done in such a shallow world. Not enough family options, feels a little scripted in that regard, weapon and clothing options aren't really diverse enough, list goes on.
Great gameplay, just flat out not enough done to fill it out.
You're in the middle of a mission.Kadey said:What's the matter with the game when it keeps saying you can't sleep now?
sennin said:Money, my friend, can solve all your morality issues in Fable II.
Lost exp during your stay at the Spire by giving the pitiful prisoners food? Refused to kill Bob because you're a saint? Defying the Commandant's wishes and the collar's working its evil grip on you? No problem! Buy 4/5 star exp potions and you get back what you lost!
JBuccCP said:I just beat the game as my pure evil and corrupt character. Was somewhat letdown by the ending.The "Perfect Day" part simply made no sense if you're completely evil. At that point if my sister was still around I probably would have cooked and eaten her. Then, similar to Mass Effect, you can run around being an evil dick, but you still have to save the day in the end no matter what. I really wanted to join Luicen or use the Spire myself and take over the world. Lame. Instead Kre...I mean Theresa gets to. I understand they're probably setting up a sequel and so need certain things to happen a certain way, but I'd rather they give you the choice then just ignore it as far as the "canon" goes.
I didn't feel any of the three choices fit my character either. Obviously Love and Sacrifice don't, but the money one wasn't the kind of evil I was going for. There should have been a "power" choice that maxed out all your stats or something.
I have another character that I'm playing as good, and the game really seems to have been better designed for playing as good.
firehawk12 said:Oh yes, you can even recover from the second "morality trial" in the game... but the end game? That will probably be the most difficult part of the game for everyone, no matter which side you're playing.
That pretty much sums it up. I went from being a total Jackass full evil when I was completing the Story, and afterwards, I just lowered everybodies rent and did some "good" quests and well... now I am a 100% pure and nice guy. :/ (it is just way to easy)Amir0x said:Basically I think the problem with a lot of games which approach morality is this: the fear of permanence. These games are afraid to force a player to live with his actions throughout the course of an entire quest. In other words, it is far too easy to weasel your way out of a decision via some backdoor gameplay element. So, if you murder someone you may in fact be able to become good by donating to a temple. Or doing charity work.
In real life, when you slaughter someone you become a fugitive, and get arrested. If a guard sees you, you will be caught and sent to prison - not asked to pay a fine. When you get out of prison, people will not forget you killed someone if you give them a chocolate.
These games need to embrace your moral foibles and make it a patchwork of your character. You may be forgiven for stealing in the general public, though that specific family may never trust you again. You may make allies with a darker crowd, but the law-abiding citizens would never again accept you among their ranks. So, have a way to disguise yourself or something... but don't allow gamers to just flex out of any situation. This removes any real sense of urgency to decision-making.
Yeah, I agree.Amir0x said:Basically I think the problem with a lot of games which approach morality is this: the fear of permanence. These games are afraid to force a player to live with his actions throughout the course of an entire quest. In other words, it is far too easy to weasel your way out of a decision via some backdoor gameplay element. So, if you murder someone you may in fact be able to become good by donating to a temple. Or doing charity work.
It gets better.RPS37 said:I'm in the middle of the Westcliff quest.
I'm getting kind of bored.
Use a 6-shot pistol that reloads fast. Get headshots.vhfive said:has anyone beaten the westcliff shooting range
if so any tips
i have gotten 162 as my highest
Amir0x said:Basically I think the problem with a lot of games which approach morality is this: the fear of permanence. These games are afraid to force a player to live with his actions throughout the course of an entire quest. In other words, it is far too easy to weasel your way out of a decision via some backdoor gameplay element. So, if you murder someone you may in fact be able to become good by donating to a temple. Or doing charity work.
In real life, when you slaughter someone you become a fugitive, and get arrested. If a guard sees you, you will be caught and sent to prison - not asked to pay a fine. When you get out of prison, people will not forget you killed someone if you give them a chocolate.
These games need to embrace your moral foibles and make it a patchwork of your character. You may be forgiven for stealing in the general public, though that specific family may never trust you again. You may make allies with a darker crowd, but the law-abiding citizens would never again accept you among their ranks. So, have a way to disguise yourself or something... but don't allow gamers to just flex out of any situation. This removes any real sense of urgency to decision-making.
I uh. I'm going to have to respectfully disagree.boutrosinit said:QFT
This kind of thing is usually born of a production decision. Producers forget gamers don't give a fuck if they don't see all the game in one playthrough if they're having a great time. If they enjoy it enough, they may come back and see the rest.
Producer logic - I want all our work, to be seen by everybody.
gray_fox224 said:Has anyone ever come across major chugs in framerate when playing? I had to restart the game because it the game started to look like a sideshow.
Clockwork Pistol and pray you do well enough. Just banged my head against it for 20 minutes until I scraped by with 176.vhfive said:has anyone beaten the westcliff shooting range
if so any tips
i have gotten 162 as my highest
sennin said:Hmm, we are going to have to agree to disagree here. I typed out a post on why I felt the ending was crap. This part addresses choices and morality at the endgame.
Finally, the 3 "choices" given at the end aren't really tests of values. From a pragmatic point, everyone wants the dog, for he's the only clue to finding buried treasures without losing your sanity in some of the postgame quests, and more importantly a tool to fully experiencing the game. From a roleplay perspective, this self-serving justification is one an evil character will take, "fuck the world, I need my dog to find buried treasure! Too bad for you weak folks!" An evil character who is smart will not choose money over the dog when he can exploit the proletarians for easy cash by raising rent and prices. A good character will not choose money either, for his noble self will value lives over material gains.
If there is a conflict of values, it is merely a shallow one of society vs. family. Fable II's cutscens focuses so much on the Hero's life being a parallel to Lucien's tragedy that it will result in the same path. Did the game go out of its way to make you feel attached to the common folks of Albion? If anything the game tells you that people of Albion who are in bliss care not for your personal tragedies. In fact, to prevent such tragedies from happening it is best to erase all roots of jealousy, hence if the Hero has a happy family he will not turn into another Lucien.
So how is the player coerced into thinking that these are "tough choices", when all roads point to one clear path?
gray_fox224 said:Has anyone ever come across major chugs in framerate when playing? I had to restart the game because it the game started to look like a sideshow.
Roxas said:So i decided to take theand now my child is calling me mummy and calling my wife daddy :\ WTFgender changing potion you get in castle fairfax
Pretty much how I feel about it. Stylish too.mandiller said:Combat was fun and that's what really matters. So yes, it's a pretty good system.
Wraith said:The combat system required no finesse or real thought. Go in guns blazing, switch out to your melee weapon when enemies close/there are too many, roll away/will if you get overwhelmed, rinse and repeat. It was basically a button-masher. Seems hard to laud it as the best RPG combat system ever, but you're entitled to your opinion.