Also we had the idea of using magic for the combat system. It was then we realized we preferred 1st person rather than 3rd. Are there any other call backs or familiar locations fans of the franchise can expect? Without giving too much away, we do show an array of old characters and creatures.
The Journey is a narrative based action adventure game. This gave us a great opportunity to explain some of the story lines from previous games. Theresa recalls events from her years life, so some old favorites come back as we use a kind of a flash back metaphor. We also have retained some old favorites from the world of Albion such as Hobbes, Balverines, Hollow men and Trolls!! Is that true? If so, how will that work?
Nice idea, but sadly no. However, I walked away impressed. These are still relatively early days of motion controlled games and not everyone who games wants to dance or jump up and down. We have spent a lot of time working on tech that allows you to play on your couch.
Lionhead Studios. Reviewed on: Xbox A year and a half ago games legend Peter Molyneux greeted this reporter with an expletive-laced tirade at the annual Electronic Entertainment Expo in Los Angeles.
The Lionhead Studios founder was agitated by how critics had received a demo of his upcoming game, a Kinect version of the company's successful Fable fantasy role-playing series. Molyneux had showed off the project — a game where players would cast magical spells through hand gestures — at Microsoft's press conference the day before, only to have reporters write that "it's on rails. A game that is "on rails" is one that doesn't allow the player to control his or her own movement.
Instead, it pulls the player along a predetermined route, which is what the demo appeared to do. As a medium that prides itself on interactivity and player agency, suggesting that a game is "on rails" is akin to accusing someone of sleeping with their cousin — it's a serious charge that can tar a reputation permanently. Molyneux was understandably upset. To further emphasize his point, he had written the same words in magic marker on the wall behind him. There was a ton of movement that wasn't shown in the demo, he explained.
Be patient, he urged, it'll be there in the final game. Fast forward now to the release of Fable: The Journey and Mr. Molyneux's words are amazingly funny because of how untrue they turned out to be.
The game couldn't be any more "on rails," it may as well be called Fable: The Ride , since the player has no control whatsoever over where their character gets to go. Dene Carter said there's plenty of room within the popular Fable franchise for spin-offs, including the likes of a Kinect exclusive.
I can't think of any good reason why that would not work. If this was a Mario thing for example, if this was a Mario shooter based on the Wii controller, nobody would go, 'That's a terrible thing. That should never have happened. That's a betrayal blah blah blah vitriol vitriol. We all know it's a franchise. We all know it's a brand. The fact somebody wants to do something a bit different with that brand while we're waiting for the next big game, that doesn't seem like something people should get too angry about.
If you don't like it, don't buy it. He added: "If they were talking about the core franchise, I would have an awful lot of time for that. It's more the fact that they're complaining about a different team doing something different based on the franchise.
There's no jumping! That's not the next Mario game! What are you talking about Miyamoto! I hate you! I'm going to burn your house down and kill your children! When Mario Kart came out, nobody was going, what?! It's played from a first-person perspective with much of its action taking place on horseback. When riding it through the narrow paths of The Journey's Albion, a tug of both hands will speed it up, while pulling left and right on a pair of imaginary reins will change direction.
The game was revealed at E3 last year in a presentation Molyneux later admitted he "fluffed". By using your hands to perform certain gestures, players can cast 3 different damage dealing spells with their dominant hand and manipulate environmental objects and enemies using the 'Push' spell with their other hand.
A large portion of the game takes place with your horse, Seren. Driving the horse requires "holding" the reins and guiding the horse along a path.
You must also care for your horse by petting and brushing her as well as caring for her when she gets hurt. There are experience orbs along the road as well, some of which can only be collected at varying speeds. According to information revealed at E3 , the horse may even learn specific voice commands used when you spur it forward. Interspersed with the travel and combat sections of the game are rest stops, optional stops and camps. Rest stops allow you to heal Seren before continuing on your journey, optional stops challenge the player with a short combat segment or puzzle for a collectable reward and camps allow the player to groom Seren and learn more about Theresa and her motivations.
There is also cross-game interaction with Fable Heroes. Gold earned in Fable Heroes can be transferred to Fable: The Journey as experience; however, this can only be done once per playthrough. After the first demo was shown at E3 , there was a backlash from a large number of people particularly those from the Fable fan-base.
The game was shown as an "on-rails" shooter as opposed to the conventional RPG format of the previous Fable titles.
0コメント