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1. Musings 45: Penny Arcade and The Gripping Hand
2. Movie Review: Pacific Rim
3. Movie Review: Wreck-It Ralph
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6. Musings 44: PC Gaming? Maybe it's on Life Support
7. Video Games Live 2009
8. Movie Review: District 9
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 Oct 26, 2004 - 01:00 PM - by Michael
* - Fable Remembered

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Xbox/Xbox Games
Fable turned out to be something of a flash in the pan, except for hardcore players who are still enjoying it.

That being said,'s got a bit of a regret sheet up from Dene Carter, who was the lead designer and programmer on the title.

Upon its release, Microsoft's Fable cured no acne. It didn't eliminate world hunger, unite the masses under the gleaming banner of peace, or defeat the evils of static cling and ring around the collar. Then again, its developers Simon and Dene Carter and their team at Big Blue Box never intended it to.

Swelled by hype and fueled by four years' of articles and speculation--executive producer Peter Molyneux once promised the game would be the greatest RPG ever--Fable became a monster with a shadow 10 times bigger than its body. The gaming media took notes on all of Fable's features and stocked up on extra pens in case the ink ran out while writing it all down. Players would be able to sire children. Each battle would leave them with scars. And if they planted an acorn at the game's beginning, they would see that a giant oak had grown by the time the credits rolled. And so it went, and by the time the game emerged as a flawed yet excellent adventure that had been pruned for various reasons, there was a tangible feeling of letdown from those who'd believed every word they'd read.

"I think any sense of hype occurred because we let people into the development process early on," Dene Carter says, "into the internal workings of design that occur in every development company. The process is entirely normal, but sharing that early excitement with the public is rare.


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