Was surprised with how much time and money was put into this, especially when the credits began rolling for two main studios with at least a hundred employees each. Granted, Lionhead and Microsoft likely weren't doing this stuff with RenderWare or Unity, beyond QA and sound management.
Competent combat that has a good amount of variety, which I mostly bruteforced with fantasy bullettime. Very visible technical/creative limitations that remains from every LOD level pop and cut content that even The Lost Chapters couldn't bring back. While not the easiest for the industry to see at the time, even in 2005 one can feel the friction of increasing demand of 'Triple-A' scale not being able to be matched. The game tries its best to depict an epic struggle with what its world of janky hallways and omnipresent guards(?) announcing day-night times more frequently than the main quest giver. And it's an effort that sucessfully hit with enough people to create multiple sequels including one in development right now.
Can't knock on this game too hard for succeeding in that regard. In retrospect however, Fable 1 really feels like a bellweather for how big budget games would start trending towards.

Reviewed on Nov 01, 2022


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