Interviews

Fable 3: 'Dress as a chicken and fart at people'

We chat to Lionhead about characters and personalities...

The personalities of key characters are at the very heart of Fable III.

Their responses to your actions will amuse, frustrate, please, anger and worry you - and impact directly on the world you end up creating.

People you'll meet on your journey in Bowerstone include revolutionary Page, companion and guide Walter Beck and spiritual leader Kalin.

We caught up with two of Lionhead's finest - creature lead artist Jon Eckersley and character and creature art manager Ian Faichnie - to find out more...

How important is clothing in Fable 3's World?

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JE: Clothing is incredibly important to the Fable universe. Choice has always played a key role in the story, and this is reflected in the choices the player makes with their clothing and how they choose to portray their hero in Albion.

There are a veritable gamut of new outfits for Fable 3 - in fact, we've gone to some lengths to completely reinvent all of the outfits since Fable 2. You can still customise your choices with dyeing to really reflect your personality and individuality.

Will people react differently to me depending on the threads on my back?

JE:There are several key moments in the story where what you wear will directly influence the success or failure of your progress - whether it's to blend in a little more with the local populace, get behind enemy lines and infiltrate, or... to corral chickens.

Clothing also directly affects how villagers will react to you in the streets of Albion - what they think of you, and how attractive they think you are.

Will Walter Beck's boozing affect my journey? Sounds like he enjoys a drink...

IF: You should be lot more worried about his fear of the dark, sure he likes a drink but a big fellow like Walter can take it. Who's Walter Beck? Oh right, well...

Walter Beck is your guide and companion in Albion, he's a former soldier and commander and a strong mentor. He is witty, loyal and yes, he does like a drink but don't let that worry you. If he's had a drink and you're in a cave then maybe your journey might be a little less straightforward but worry about that if it happens (or hide the drink).

I remember Peter Molyneux showing off the menu screen wardrobe at E3. How does this fit into the game mechanic?

JE: We wanted to get away from the concept that pressing a button interrupts and stops the game. Why should that happen? Also, surely there are better ways of representing items you have collected in a game, rather than dry, verbose lists.

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So, early in development it was decided that hitting the Start button would transport you to the Sanctuary (through your Guild Seal) - you can travel here at any time, and one of the rooms is a clothing area. Instead of selecting an outfit from a list - run over to the mannequin, see what the outfit is, and hit a button to wear it. Simple!

Why did you decide to go for a 'walk-in' area like this?

JE:Let's say you have ten outfits consisting of all the constituent parts - not only is that a long list to trawl through, it's also visually quite difficult to see what all the items look like and how they will combine once you've chosen them for your character.

Everything is now much more immediate and simplified - you can see how each of the outfits look on the mannequins, grab one part or even the whole outfit, and see how it looks straight away. It's the same for the dyeing mechanic - head over to your dye bottles and dye each bit in real time, to the colour of your choice.

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