![]() ![]() We don't want that - we want you to feel relaxed." People think that they're going to be leaping around the room or they're going to have to shout at the top of their voice and feel embarrassed. "From the blogs and the posts that I've seen, there's a lot of scepticism out there. "I don't know what your opinion is on Kinect for core gamers," he tells a small audience assembled off one of the wood-panelled corridors in what was once the city's Federal Reserve Bank. As a Kinect-only experience it promises to be uniquely lengthy as well, with a playthrough supposedly coming in at well over 10 hours. Molyneux insists that Fable: The Journey remains an RPG, with elements of choice as well as collectibles and upgrades. It's a fact that Molyneux himself is quick to acknowledge. We're all here to see Fable: The Journey, an offshoot of the now long-running series that's built around Kinect, a device that's proved extremely divisive amongst the Xbox 360's core audience. Through the jetlag and the fatigue, Molyneux remains in absolute wonder at what his team at Lionhead has created, displaying a wide-eyed amazement that proves incredibly infectious. The presentation comes after a steady succession of others, yet that hasn't dimmed the spectacle of the show. A handful of days after this last performance, he'll announce that he's leaving to pursue a smaller, more independent life at Guildford upstart 22 Cans. In San Francisco earlier this month, it's a magic that he's weaving for a final time in his capacity as creative head of Microsoft Studios Europe. If you're ever lucky enough to witness the Molyneux show in person, it's hard not to come away thinking he's one of the industry's finest showmen, the kind of character you'd expect to find down one of Albion's alleyways, enchanting a small gathered crowd with his sleight of hand and abundance of charisma. When that acorn failed to materialize in the very first Fable, to a vocal bunch it came to symbolize what they felt about Molyneux - that he was a snake oil salesman, a purveyor of empty promises and hollow rhetoric. That acorn was also an embodiment of the whimsy of Peter Molyneux, founder of Lionhead Studios and, throughout the entirety of the Fable series to date, its figurehead. That acorn was an embodiment of that promise: something you'd be able to plant and then return to, after digital decades had passed, to see an oak in bloom. ![]() Project Ego, the game that would eventually grow into Fable and then further flourish into one of the enduring series of the last decade, was built upon a promise of choice, of being able to craft your own journey in the fantasy land of Albion across your hero's entire lifespan. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |