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9/28/2015 2:38:44 PM
5

Fable Legends: Closed Beta (Review)

Over the weekend Fable Legends had a four hour window to stress test their servers in preparation for release. Unfortunately we are not allowed to share any videos or screenshots of the gameplay or I would provide it. As a disclaimer, due to the current beta merely being playable to test their servers please do not hold onto this review too tightly. The areas and functions we were allowed to use were strictly controlled. With that out of the way we can get rolling When I finally got signed in (the delay in server stabilization was expected and warned about) I was pleasantly surprised by how beautiful it looked. The environments were incredibly lush and fleshed out. Leafy canopies that stretched over the player allowed for a comfortable level of immersion. Overgrown vines and fields of tall flowers were reactive to the character model moving about in them. One particular tree in the main town hub was rather impressive. A cherry blossom tree stood erected in the temporary town square area that had petals gently falling from it. Scattered around it the fallen particles lay individually around the trunk instead of being a molded image skin painted on the floor render. To say the least the graphics were charming, pretty, simple, and stylized in goofy Fable fashion. Along with the graphics the sounds were ambient and appropriate. Wonderfully pleasing to hear the buckles and chains on the models as you walked or flailed around. Music, as per Fable fashion, was simple yet smooth. If at times a bit dramatic. There were several different “classes” of characters available to play. The classic mage, warrior, ranged bow user. Each had a bit of creative characterization to them however. The mage character used cursed, ensnaring, and damage dealing apples that she would lob at enemies. The warrior’s shield appeared to be enchanted with the ability to magically grab a single enemy and yank them closer to the player. Controls felt natural; not the least bit clunky. Something that should however be implemented is a lock on feature. Fable has a tendencies to allow the player to be mobbed by enemies and locked into attempts of rolling or bashing their way out of it. Which becomes increasingly frustrating as there is little way to avoid getting trapped by mobs that are not only numerous but quick, agile, and deal lots of damage. As far as gameplay goes, I only had the opportunity to play one mission after the tutorial and my personal exploring. It set up a type of matchmaking for the missions assigned to you where randies would aid in completing a goal. This is where the experience really fell short. It would present you with specific tasks that would require attention For Example: Stop X from completing the spell Which proceeded to dump you into a hack and slash situations of killing a designated amount of enemies before engaging in several more batches. These were considered solving that piece of the problem. Kill 0/7 enemies equals you stopping X from completing the spell. Granted, it may change later on but it was the moment where I grew bored and unimpressed. In the end it’s a game to enjoy with friends.

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