šŸŽ®ļø Fable Is Back... and It Actually Looks Good?

Fable is back. Yes, that Fable.

Good morning!

It’s been one of those weeks in gaming. The kind where half the industry is on fire, the other half is arguing about AI, and somehow your backlog just tripled because everything is 90% off. Nature is healing.

In this edition, we’ve got:

  • Massive game deals that are basically financial irresponsibility in disguise

  • A skeptical (but cautiously excited) deep dive into Fable’s big comeback

  • Studio drama, layoffs, AI debates, and the usual corporate chaos

If you’re here for smart takes, light roasting, and the occasional optimism… you’re in the right place.

Here’s everything you need to know this week in the world of gaming.

Want your game in front of 14,000+ passionate gamers and industry decision makers? Get in touch.

šŸ’ø Gaming Deals of the Week

The ā€œwhy is my backlog growingā€ edition.

TOP STORY

A Skeptical (But Low-Key Hyped) Look at Fable

Fable is back. Yes, that Fable, the old-school British fantasy RPG where you could be a saint, a menace, or a landlord-shaped war crime. It popped up at the Xbox Developer Direct looking way better than most of us expected, which immediately triggered the internet’s natural defense mechanism: ā€œOkay but what’s the catch?ā€

Here’s the vibe, condensed and slightly cockier than necessary.

Who’s making it?

It’s Playground Games, aka the Forza Horizon people. Which sounds like asking a Formula 1 team to make a fairy tale RPG… until you remember studios can evolve, hire specialists, and generally surprise everyone.

They’ve reportedly built a dedicated RPG team for Fable (not ā€œthe racing guys winging itā€), and they’ve even brought in talent from heavy-hitters like The Witcher 3 / Cyberpunk 2077 combat teams. So no, it’s not ā€œForza but with swords.ā€ Probably.

The ā€œ1,000 NPCsā€ claim

They’re saying there are 1,000 handcrafted, voice-acted NPCs with routines, people who live somewhere, work somewhere, do their little fantasy errands, etc.

Sounds fake… until you remember games have already done big NPC sim systems. Kingdom Come: Deliverance 2 (the hardcore medieval life simulator where joy goes to be replaced by realism) pulled off huge NPC scheduling/simulation tech. So the idea isn’t impossible, it’s just ambitious.

My expectation: most NPCs will be flavourful, not deep. Like: name, voice, routine, basic reactions to you… not ā€œevery villager has a 12-hour emotional arc and a dissertation.ā€

Still: if it works, it’ll make the world feel properly alive, which is very Fable.

Property + businesses = classic Fable nonsense

Buying property and businesses is apparently in, and if you’ve played old Fable, you know this is where the game quietly turns into Fantasy Capitalism Simulator.

This stuff matters because Fable always had that ā€œgame within the gameā€ energy: sure, you could go save the realm… or you could become a shady real estate goblin and roleplay a whole life. That’s the sauce.

Morality system changes

Old Fable morality was gloriously unsubtle: do good → halo, do evil → horns. You basically turned into a walking PowerPoint slide titled GOOD or BAD.

The new approach seems more local reputation based: different towns/communities react differently depending on what you’ve done there. That means you can be adored in one place and hated in another, instead of the whole world instantly going ā€œoh great, here comes Mr. Horns.ā€

Is it a loss of classic Fable silliness? A bit.
Is it also a smarter system for a world with more NPC simulation? Yeah.

No dog companion (apparently)

Fable 2’s dog was iconic. The devs say the dog is cut for ā€œdevelopment reasons,ā€ and even some of the team are mad about it.

Dealbreaker? For me: nah.
For dog people: the mourning period may be significant.

Would I bet there’s still a dog in a quest somewhere? I would, actually. Feels like the kind of thing they’d sneak in just to stop the internet sobbing.

Combat: still a question mark

The combat shown was very chopped up, short clips, not enough to really judge how it feels. Some people think it looked clunky. Others think it looked fine but ā€œshow me more.ā€

This is the big ā€œwait and see.ā€ Combat can look mid in trailers and feel amazing in hand (and vice versa). The reassuring bit: they’ve got experienced people behind it. The honest bit: we still don’t know.

Open world: also a question mark

We saw pretty vistas, forests, caves, the usual ā€œlook, we have terrainā€ tour.

But open worlds live or die on what happens between destinations. Random encounters? Side quests that grab you? Things that make you go ā€œwait what’s that?ā€ instead of sprinting in a straight line like a delivery driver with a sword?

No clear answer yet. Could be brilliant. Could be a scenic jogging route. TBD.

Yes, people argued about the male character’s… walking animation

This is real. People stared directly at the male character’s butt and concluded his walk looks too feminine, therefore: conspiracy.

I hate that this is a thing. I hate that I read it. I hate that now you’ve read it too.
But honestly? If the game rules and the biggest issue is ā€œmy hero has too much swagger,ā€ we’ll survive.

Performance concerns

Some footage looked a bit wobbly (frame dips), and there were moments that seemed conveniently slowed down, which is always a spicy little trailer trick.

But it’s still in development. Performance is something to judge closer to release, when the ā€œit’s not finalā€ shield stops working.

Verdict (for now): cautiously excited

Fable looks like Fable. That’s the key.
Not ā€œsoulslike grim misery with Fable branding,ā€ but actual Fable energy: quirky, playful, and full of little systems that let you mess around and live a life in the world.

Should you get wildly hyped and preorder based on vibes? No.
Should you be interested and keep an eye on it? Absolutely.

Because if they stick the landing, we might be eating good, and possibly evicting entire towns for profit. For roleplay purposes. Obviously.

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Thanks for reading - until next time!

Hugs and kisses,

Buh-bye! šŸ‘‹

Luke