Fable 4 Officially Announced: 10 Things To Return The Series To Greatness

9. Bigger Consequences For Being Evil

Fable 4
Lionhead

At the heart of the Fable system is morality. Do you want to be a patron saint with a literal glowing halo, or do you want to take quests to slaughter entire farms with a task card ominously left for you at your school?

At the end of Fable: The Lost Chapters, you’re given the choice to destroy the possessed mask of Jack of Blades or wear it for yourself, ultimately bringing the villain you just spent countless hours tracking down and killing back to life.

And what are the consequences? Well… it’s the end of the game. You can just free roam wearing the mask and no one says a word. Want to waltz through your childhood town and kick chickens? No problem. Sure, people cower when you walk past because you have evil points. But no one cares that you’re a literal supervillain that slaughtered entire towns, like, two days ago. Fable 2 lets you choose some evil options, but they're far less severe than The Lost Chapter's ending. And by 3, the idea of being evil is completely gone bar making dubious governance choices, often for the greater good.

No game in the series ever had real consequences for murdering entire towns on a whim and sprouting horns. You’re just free to go about and keep being the hero the main quest requires you to be. If the idea of a truly dynamic morality system is introduced, it would be great to see some real consequences for your actions.

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Chances are I’m watching a movie or replaying Mass Effect rather than doing anything productive.