Official Thread Fable IV

Here's my controversial opinion. I've never played a bad Fable game. I thought All 3 mainline games were great. Each were different and unique in their own way. Kinda sad MS closed up Lionhead to be honest.
 
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Here's my controversial opinion. I've never played a bad Fable game. I thought All 3 mainline games were great. Each were different and unique in their own way. Kinda sad MS closed up Lionhead to be honest.
They were good games once you forgot the Molyneux BS
 
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Reactions: JinCA
You know how it seems that some know that a game is built on UNREAL Engine (not me). How would I be able to tell that Fable IV, FH5 and FM8 all are sharing this engine? What are some normal stand out items that flag games as using a certain engine?

 
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You know how it seems that some know that a game is built on UNREAL Engine (not me). How would I be able to tell that Fable IV, FH5 and FM8 all are sharing this engine? What are some normal stand out items that flag games as using a certain engine?


The credits in the beginning of the game most of the time.
 
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Right. But some people seem to know engines some how. Not sure if it's certain assets, textures, reflections, etc.
You could tell the Doom engine, I think, by how plasticy character models looked. That's the only dead giveaway from en engine I remember. Unreal engine was versatile. It could look like Gears, and then you see Street Fighter which, I believe, uses the Unreal engine.
 
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As much as how gorgeous Forza looks, I just wish they would use Unreal instead.
 
Right. But some people seem to know engines some how. Not sure if it's certain assets, textures, reflections, etc.
It usually has to do with how the renderer is written. The renderers of each engine will handle graphical pipelines in their own particular way. As Plainview already stated, the Doom 3 engine had a very particular look across Prey, Doom 3 and Quake 4. But even back in the 1990s when there were less graphical effects being drawn, you could still distinguish between Quake 2 (Soldier of Fortune, SIN, Anachronox), The Dark Engine (Thief, System Shock 2, Thief 2) and Unreal (Deus Ex, Rune, X-com: Enforcer) pretty easily.

Some developers will rewrite portions of the renderer, like Rocksteady using Unreal 3 to make Arkham Knight, which looked on par with Unreal Engine 4 games. On the original Xbox, Ion Storm developed a lighting model within the Unreal 2 engine very similar to Doom 3 for use in Deus Ex: Invisible War and Thief: Deadly Shadows, giving those games a very distinct look relative to the engine. The most famous example I could give you would probably go to Valve's offshoot of the Quake Engine with their original Source engine. Half-Life, it's expansions and the hundreds of available mods all have that "GoldSource look." An interesting tidbit you might not know is that Duke Nukem Forever is running on a modified version of Unreal 1, not Unreal 2 or 3.

Anyway, most Unreal 3 games looked very similar in how they were rendered. For instance Singularity, Bioshock and Arkham Asylum displayed how they were built around the strengths of the engine. A lot of last-generation games were built on UE3, so we got to see a larger set of art styles using the renderer, which was very interesting and probably a first-time occurrence for this industry. While a lot of games used Quake and Unreal for example, they were typically used for developing strictly action games with a similar aesthetic.

To tune into this phenomenon yourself, you can play around with Unreal 4, CryEngine, Unity, and any other modern engines that interest you to get a feel for the output of their differing shader methods.

There are games being built on Unreal 4 today, such as Graven, that are going for a "Quake look" on modern tech. Until they replace the lighting model with something more primitive, reduce the palette to 256 colors including fullbrights, and go back to vertex-manipulated animations, it's just not going to look like a Quake engine game. Wrath: Aeon of Ruin, using a Quake Engine source port called "Darkspaces" very much retains the "Quake Engine Look."
 
It usually has to do with how the renderer is written. The renderers of each engine will handle graphical pipelines in their own particular way. As Plainview already stated, the Doom 3 engine had a very particular look across Prey, Doom 3 and Quake 4. But even back in the 1990s when there were less graphical effects being drawn, you could still distinguish between Quake 2 (Soldier of Fortune, SIN, Anachronox), The Dark Engine (Thief, System Shock 2, Thief 2) and Unreal (Deus Ex, Rune, X-com: Enforcer) pretty easily.

Some developers will rewrite portions of the renderer, like Rocksteady using Unreal 3 to make Arkham Knight, which looked on par with Unreal Engine 4 games. On the original Xbox, Ion Storm developed a lighting model within the Unreal 2 engine very similar to Doom 3 for use in Deus Ex: Invisible War and Thief: Deadly Shadows, giving those games a very distinct look relative to the engine. The most famous example I could give you would probably go to Valve's offshoot of the Quake Engine with their original Source engine. Half-Life, it's expansions and the hundreds of available mods all have that "GoldSource look." An interesting tidbit you might not know is that Duke Nukem Forever is running on a modified version of Unreal 1, not Unreal 2 or 3.

Anyway, most Unreal 3 games looked very similar in how they were rendered. For instance Singularity, Bioshock and Arkham Asylum displayed how they were built around the strengths of the engine. A lot of last-generation games were built on UE3, so we got to see a larger set of art styles using the renderer, which was very interesting and probably a first-time occurrence for this industry. While a lot of games used Quake and Unreal for example, they were typically used for developing strictly action games with a similar aesthetic.

To tune into this phenomenon yourself, you can play around with Unreal 4, CryEngine, Unity, and any other modern engines that interest you to get a feel for the output of their differing shader methods.

There are games being built on Unreal 4 today, such as Graven, that are going for a "Quake look" on modern tech. Until they replace the lighting model with something more primitive, reduce the palette to 256 colors including fullbrights, and go back to vertex-manipulated animations, it's just not going to look like a Quake engine game. Wrath: Aeon of Ruin, using a Quake Engine source port called "Darkspaces" very much retains the "Quake Engine Look."
Yep. I can often tell what engine a game is used based on the look of the render. Unless there is a lot of unique upgrades added that is. UE 3, for example, had that horrible DoF that looked like bad bloom. It actually looked a ton better at higher resolutions though.

Unity, Unreal, Source, Frostbite, Snowdrop, and the CryEngine are all pretty distinct, imo. The rendering techniques in Sonys Engines are also pretty distinct.

Unreal though, is probably the most immediately recognizable to me
 
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Here's my controversial opinion. I've never played a bad Fable game. I thought All 3 mainline games were great. Each were different and unique in their own way. Kinda sad MS closed up Lionhead to be honest.
Fable 3 usually gets the most crap but it wasn't a bad game it just performed terribly, framerate problems all over the place. The series had a charm and humor that were very unique and special. I hope this studio knows how to preserve those things while maybe making the combat a little better and adding larger more open areas here and there.
 
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Yep. I can often tell what engine a game is used based on the look of the render. Unless there is a lot of unique upgrades added that is. UE 3, for example, had that horrible DoF that looked like bad bloom. It actually looked a ton better at higher resolutions though.

Unity, Unreal, Source, Frostbite, Snowdrop, and the CryEngine are all pretty distinct, imo. The rendering techniques in Sonys Engines are also pretty distinct.

Unreal though, is probably the most immediately recognizable to me
Yeah some studios have done a lot with UE3, look at how good the character models and environments look in Mortal Kombat 11 and Injustice 2, it's all UE3 with a bunch of NRS custom tweaks to the engine.
 
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They need to go full Monty Python...
If you're a fan of how the old games handled it, sure. But I never embraced the humor in those games, they were great action RPGs though and I played through all 3, so it's a no brainer for me.... Also, it's going on Gamepass, who wouldn't at least try it.
 
If you're a fan of how the old games handled it, sure. But I never embraced the humor in those games, they were great action RPGs though and I played through all 3, so it's a no brainer for me.... Also, it's going on Gamepass, who wouldn't at least try it.
Only thing I didn't care for was the farting, baby humor stuff. I like the mix of light humor and serious undertones. I don't have to be rolling on the floor laughing, but I definitely like the enjoyable tone.
 
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Found this on Reddit.



There's a link in there to a translated article. If true, Studio Gobo is working on a spiritual successor to Legends, it will be AAA but also free to play. Sigh, not like this Microsoft, please! Fans simply want Fable 4. SP focused! A proper Fable 4.

Why even can Legends if you're gonna do the same thing again?

I played legends and it was solid. We can have both
 
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Reactions: karmakid
I'm down for anything Fable related. But given how its by Xbox publishing, I expect a repackaged Fable 1 ,2 ,3 package for Series X/S and PC
 
I played legends and it was solid. We can have both
Legends got cancelled because it was supposed to be a F2P game that ended up costing too much to make, why try that again? They shouldn't call it fable if they are going to do some kind of fantasy co-op game where they make you pick a class of player vs letting you be everything like the actual fable character can.
 
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Glad to hear the series is still alive. It should never have died to begin with. I love it for being the reverse Dark Souls of RPGs and the all the abuse you could bestow upon villagers. Like ripping a fat one right into their face for several minutes.