Fable 3’s conclusion isn’t that bad, and it’s one big reason we’ll miss Lionhead

Fable Legends has officially been cancelled, and with all signs pointing to Lionhead being closed down, it seems unlikely we’ll get another proper entry in the Fable line. When talking about the Fable trio, the second entry tends to get the most love. The first Fable is charming, but a wee bit clunky, and then there was that whole fracas over the damn acorn. Fable 3 is just fine until its last third, when it abruptly switches from being a sword-swinging, magic-slinging adventure to a kingdom management sim, something for which it was never really forgiven. But you know, that part of the game is really quite good. It’s just horribly out of place.

The kingdom management of Fable 3 was a bit overly simplistic, given that your options may as well have been labeled ‘Tyrant’ and ‘Benefactor’, but the way they examined the long-term implications of a hero’s choices paved the way for games like Dragon Age: Inquisition. It’s easy to look at Fable 3’s Logan and decide he’s a cruel leader who needs to go, but once you’re on the throne yourself, you realize that it’s a much more nuanced situation. If being a tyrant keeps the most people alive, maybe it’s not such a terrible thing. Except, of course, you’ve made their lives fairly awful in the process. But better alive and miserable than happy and dead...right?

We’ve got the hacky-slashy hero thing pretty much down, but not enough games follow through on the bits that happen after the bad guy has been put in the ground. For many games, what comes after isn’t your concern, because you’re not the person in charge, you’re just the grunt on the front lines (or the chosen one who oddly never gets asked to stick around after they’ve saved the day. Weird, that). Long-term consequence on a large scale, as opposed to just “Theresa will remember that”, adds new dimension to the choices we make as we labor to right all those wrongs.

Like so much of Fable, the kingdom management is a great idea that just didn’t quite come together. It comes out of nowhere, is a bit too simple, and, well... there was that sudden stop that can only be described as the developers trolling the players. But also like so much of Fable, it could be something truly marvelous if given enough time and room to breathe. It certainly would’ve made for a far better spin off than coin-golf or the pub games. Ruling Albion via a mobile game would’ve been perfect, had such a thing been more commonplace five years ago. Sadly, we’ll likely never get the chance now.

Susan Arendt

Susan was once Managing Editor US at GamesRadar, but has since gone on to become a skilled freelance journalist, editor, producer, and content manager. She is now 1/3 of @Continuepod, 1/2 of @BeastiesLl, co-founder of @TakeThisOrg, and Apex Editor, Fluid Group.