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Fable Releases for Xbox/PC/PS5 in Autumn 2026 - Character Creator Confirmed

Xbox on PC is the stupidest shit. Imagine Sony releasing Days Gone calling it PlayStation on PC. :messenger_tears_of_joy:

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I'm cautiously optimistic, I think I could have fun with this for sure, I'm worried the world is giant and a bit empty though, worst case its a nice looking backdrop though. I have doubts it will make that release date, 2027 seems more likely, at least 3 months after GTA 6.
 
The combat looks terrible, but that's on par with the series.

Overall seems cool, I hope its possible to make a Shrek like looking character.

Smirk Smile GIF by Guidoio_official
 
terrible character design and bland feeling overall in the whole atmosphere, even though the art design is good

it checks all the boxes and i guess this time it's really the huge AAA game (that's not a racing game) we've been waiting from Microsoft that's becoming reality

production wise it's good they managed to pull it off but not interested in this game at all (i already am not the biggest fan of Fable anyway but here even less)
 
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The showing looked really good. After so many modern-day butcherings of classic series, it's so nice to see a team dedicated to staying faithful to the original.

Looked beautiful. I'm tired of the dark, oppressive worlds so popular today. I want to enjoy my time in a game world - especially a long RPG - and natural beauty is part of that.

Speaking of which, I'm relieved to hear about the character creator, too.

Definitely looking forward to this one. (y)
 
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Combat does not look good at all. The graphics look technically impressive, but also generic and not full of personality like Fable 1-3. Fable does not need a muted color palette. I was hoping for something that took all the systems from the first 3 games to the next level, but this looks pretty simple from a mechanics standpoint.

Disappointing, but I'll still give it a shot at launch.
 
IGN got the scoops.



Concept originated in 2016-2017

Ralph Fulton: Yeah, it's almost lost in the midst of time now. It was such a long time ago. Like I say in the piece, we've been working on this game for a really, really long time. But the origin story began, I would say, in the year after we shipped Forza Horizon 3. So, I'm sure you know off the top of your head, that was 2016, 2017 kind of period. And I imagine you'll also remember that by that game in the series, the team had really hit its stride, knew exactly what it was doing, understood the franchise, had really gelled and come together as a team and really knocked that game out of the park.

Besides some shared universe lore, this is a reboot. Not a sequel/prequel to the original 3 Fable games.

What I would say is with this being a reboot, it felt really imperative for us to clear the space, to tell a story that we want to tell within Albion, which is why this isn't a sequel, for example. This isn't necessarily connected to the original timeline or events or characters, but we do share lore and some of that originating lore of the Fable universe is really important to our story.

Will not have the old Fable style system where your character morphs things like devil horns or halo's depending on good/evil. It has a different take on the good/evil morality system.

Ralph Fulton: That sort of character morphing feature, obviously a really central part of the original games. It's not in ours. And I'll tell you why. There's probably a couple of reasons. One, I guess it's about that high level principle I was talking about, that there is no objective good and evil. And the original games were predicated on there being an objective good and an objective evil, and you were somewhere along that scale, and that's what determined how your appearance changed.
Ralph Fulton: But for us, that doesn't really work. The way I've described our morality system working, you're never that thing, absolutely. You're different things to different people based on what they like or what they choose to value. So, that's one reason that it didn't work.
There's another reason, which is in our game, you build reputation based on the settlement, the town, the city that you're in, the part of the world that you're in. But when you go to a new place, a place you've never been to before, you walk in without any reputation and thus nobody knows what to think about you. And you can almost, through your behavior, through your choices, form completely different reputations, a completely different identity, if you like, in that place from the place that you were last time. And you can do that across all the locations in the game.

Now, you couldn't do that if you walked in with horns and a trident. Your reputation would precede you in that instance. And honestly, that ability to be completely in control of your identity and thus what people think of you felt more important to us than that legacy feature. So, it worked great in those games. It didn't seem to fit in ours, so we don't have it.

The game world will be smaller than a Forza Horizon world, cause you're not supposed to go through it at 250mph. But it will be a lot more denser.

Ralph Fulton: So, I'm used to fielding that question from my time on the other game. And the comparison is useful actually because it probably won't surprise you to know that in terms of just square miles, it's smaller than an Horizon world. Horizon worlds are designed to be experienced at 250 miles per hour. So, you cover the distance far faster in those games than you do in ours. In our game, you move at the speed of a horse at most.
So, you move slower, but you see much more, you experience much more. I think maybe you're more immersed. Case in point, every building in the game you can go inside. So, every building needs an interior because you could rob it if you wanted, or you could buy it and live there with your family or with one of your families. So, I guess the focus just got pulled right in and we ended up building out much more rich detail at ground level, if you know what I mean.

A lot of work had to be done to get Forza Tech to do cinematics, action game play etc, things the engine wasn't designed for.

What the engine didn't do was quest structure, cinematics... I mean, character-led gameplay full stop. So, yeah, we have invested an enormous amount in the engine to make it capable of making this game. But hopefully you can still see in the footage you just saw, there is a really unique look to games built with ForzaTech. There's a quality of light, there's a quality of render, which we adore, and I think makes all that effort, all that investment worthwhile.


No dog, but your horse will be your companion.

Ralph Fulton: Yeah. I did know I was going to get this question. And do you know what? There are some folks on the team that were relishing me getting this question because I cut it a while back. You know what? For development reasons, right? I don't need to go into any more detail than that, except to say there are a substantial number of people on the team who have yet to forgive me for that decision.
 
Looks fun, combat doesn't look fantastic but still seems like a step up for the franchise. The whole bit about there being 1000 NPCs with their unique routines and whose opinion on your character changes through the game is cool too.

I worry about the tech though. In still shots it looks nice but in motion it just seems janky between the stiff animations and frame drops. Seems like one of those games I might just wait to play on next gen hardware when it works properly.
 
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Talk about ambitious, 1000 NPC's all unique with lives and jobs, families, I say that's a first in any game right? Also looks amazing, Playground are one of the best studios in the world, both this and Forza look incredible.
 
At this point so close to release I think even Hellblade showed more footage of the combat than they have shown. Seems like this will be one of those games that look great in few seconds promo material but once you get to play it you realize how hollow the combat and the meaningful choices in story are.

Also there is still lots of questionmarks whether the dialogue and characters are actually funny and not cringe.
 
At this point so close to release I think even Hellblade showed more footage of the combat than they have shown. Seems like this will be one of those games that look great in few seconds promo material but once you get to play it you realize how hollow the combat and the meaningful choices in story are.

The game isn't coming out for at least 8, 10 more months. Wym 'so close to release'.
 
I don't understand why they are possibly releasing this around GTA. They need to just delay it if they get to close to GTA why even take the chance?




Fall 2026. This is meant to compete against Wolverine, not GTA 6.

I hope not because it's not a battle they will win.
 
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It looks way better than I was expecting. It certainly sounds like this team really understood what made the older games good and are looking to recapture that.

And yeah, I am definitely relieved that I'm not stuck playing a homely 130lb woman in a fantasy action RPG.
 
Damn was fully excited for fable but upon seeing it I am not. The trailers looked alot better to. Bit downgraded from trailers in combat and graphics but it stil look good. My main gripe is it seems the developers are just not as passionate about making intresting quirky games as prior. Everything shown here seemed like it had no life or charcater or quirk or wit. Honestly watching it reminded me of hogwarts legacy and tht game was substance of a puddle. Im not longer pre-ordering. Seems like the developers of today are just lazy non passionate people who make games.thts what I got out of the video everyone has low energy and like they barely give a shit. This ain't for me. Im out
 
I thought the combat looked pretty good.
I think it will good enough.

I made this point in the other thread but the camera is pulled back. This means they are prioritizing it playing well, and not showing off the character model. Likely a lot of varied magic as well. Some of the animations and magic remind me a bit of FFXV, but all manual control.

I think lighting and weather will be huge standouts too. The nights looked dark as hell.
 
The game isn't coming out for at least 8, 10 more months. Wym 'so close to release'.
That's nothing when they have worked on this game for like a decade. The combat and it's systems must have been ready for some time now.

If you are proud of the gameplay in your game, you surely want to show it as soon as possible. "Gameplay teaser" trailer would have been great place to show some of that but instead we got less than 10 seconds of actual sword singing and spell casting.
 
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