I went hands‑on with Fable at Gamescom, and this reboot finally feels like it has a clear identity — but it’ll also be a true test of the ‘Xbox Tax’


Getting to attend Gamescom and play upcoming blockbusters can be a double-edged sword, at least for someone multitask-challenged like me.

Moving from station to station at a breakneck pace, trying to memorize control schemes while a developer watches over your shoulder, always breaks me out in a sweat. I’ve never really been someone who can juggle multiple games at once. I tend to pick a title, lock in, make it my personality, and obsess over it until completion. Simply because my brain can’t easily process competing control systems. So, doing that fifteen times over at Gamescom… you can imagine my anxiety.

That being said, the moment I sat down with Fable, any lingering panic was quashed with the first swing of my oversized hammer.

Playground has absolutely nailed the combat

The combat system could not have been more intuitive or frictionless; I don’t think I glanced at the controller guide once. I simply followed the sardonic Humphrey (played by Matt King) through a series of abandoned caves, wildly weaving my hammer, calling lightning bolts from above, and firing a rapid-fire crossbow with abandon against the hordes of skeletal enemies.

Transitioning on the fly between melee, ranged, and spellcasting was a piece of cake to navigate, and I felt the impact with each ABXY input. And the utterly ridiculous Befoul spell, which turns foes into chickens, was abused on every cooldown. I made sure to kick each and every chicken I created, though I later found out you could also cook them in a flame bath.





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