Board Thread:General Discussion/@comment-25266931-20170112165458/@comment-4010415-20170121143812

WC-83 wrote: In Fable III (IIRC) they technically upgraded with you, or at least their appearance did. Fable III (the only one I played) for me ended up being shallow, especially the binary morality of ruling the country. Yeahhh... I don't like Fable 3. I've played all three, and while I was kinda young when I played the first one and, thus, only somewhat remember it, I enjoyed 2 better than 1 and do not enjoy 3.

Fable 3 has some interesting concepts that were not well-executed in the least.

Going against the tradition of having EXP be what levels you up is a good concept and nice change of pace, but... I really did not enjoy my only method of "leveling up" being to progress in the story to unlock the way to start buying upgrades to my character. I actually remember having fun with the leveling system before where, the more you use things from the three stat types (strength, will, and skill), the more you get exp in those areas and can level up the related skills and stats as you want. It even makes sense, considering that, in real life, if you use a gun a lot, you're gonna get better at it, you're gonna get experience with it.

I'm actually not sure what they were trying to go for with making Fable 3 have as little HUD as possible, but before the game came out, that seemed like a really neat concept. Turns out, games have a HUD for a reason. It may reduce immersion, but it's convenient. For the most part, this didn't bother me. In fact, I kinda had fun physically walking into a room and selecting something actually sitting there to change weapons or spells. Where the absence of HUD annoyed me was... my HP... and the fact that they only make your (single type of!!!) healing item available when your health is critical, which is when you're usually too busy running around trying to get into a spot where you're comfortable taking your thumb off the left stick. Yes, in Fable 2, I may have relied a little too much on going into my inventory mid-battle and munching a ton of food, but is that anyone's business but mine?

The weapon transformation was neat, but some of the conditions that affect how your weapons transform were rather difficult to avoid, such as... killing a lot of Hollowmen. "What's the problem?" ask the people who didn't play Fable 3. There's an area in the game that's almost nothing but Hollowmen, with a plot point all about defending a fort from them.

Spell mixing was awesome. Except I'm pissed that they heavily nerfed the force push spell. That was one of my favorite spells in Fables 1 and 2 because it was useful. It was great for crowd control. When I'd get surrounded by enemies, I could tap the button to move them away just enough to start regaining control of the situation. Fable 3? Even if I charge up the force push spell, the enemies barely move. Useless. And then the ice storm spell was pretty useful with its AoE/DoT combo, except for the fact that it seriously diminished visibility.

Anywayyyy... turning this to the subject of the thread, uhh...

It seems that sometimes going against tradition isn't a good idea. Sometimes tradition is tradition for a reason.

And a new, creative, interesting idea is only as good as its execution, so if our protagonists start getting more creative in their combat and strategizing, that's only half the job done. What really matters is how they execute those ideas, and when it comes to combat, that involves practicing with it or being capable of pulling off the moves that the idea involves.