Gameplay[ edit ] There are both interactive and non-interactive cutscenes in the game. In the fully interactive cutscenes a player can use their expressions during the dialogue or even run away from the scene, thus skipping it; afterward the player can return to the cutscene location to start it again.
If the player runs away from a cutscene which contains important information, the character will await the player's return. The player's companion is a dog which the player befriends as a child. This dog follows the player almost all of the time during the game. The dog can learn tricks, fight enemies and find treasure, and lead the way to quest objectives when required, though this is rare; typically the player is led to objectives via a sparkling gold "bread crumb" trail.
It can also aid in combat situations by attacking downed enemies. The dog cannot be killed, but can become injured and ineffective, requiring healing by the player.
The appearance of their dog will also mirror the player's choices and changes colour depending on the player's alignments; if the player is neutral it will remain grey, being good will turn the dog's coat to golden and evil will turn it to black.
There are no other animals in the game, save neutral rabbits and birds, a fact commented on by one NPC who notices the oddness of carriages with no horses. In the downloadable content "See the Future", it is possible to change the dog's breed with potions. The three choices are Dalmatian , Bloodhound and Husky. Divorce with the player's spouse can occur, and can be initiated by either the spouse or the player themselves.
As with a real family, time spent around and interacting with them will keep the bond between them strong and reduce the chance of them leaving. It is possible to become widowed through the death of a partner. It is also possible for the player character's children to die through cot death or disease, or to run away from home to become an adventurer, in which case the player can rescue them from danger.
The relationships, as in the original Fable, are initiated by flirting, gift-giving, and the common expression. By performing a potential mate's favourite expressions, or giving them their preferred gifts, they will become infatuated more easily.
Beyond a certain level of interest or payment, in the case of prostitute characters, a character may proposition the player for sex. Unprotected sex may lead to the birth of a child, but can also lead to sexually transmitted disease ; this does affect the player, as it may lead to sterilisation.
If the player has purchased or found a condom , they will have the option of protected sex. No sex is actually shown; the screen is black when the option is selected. Character morphing[ edit ] Fable II enhances the system of morphing one's character based on their actions as introduced in Fable.
Character morphing revolves around two major alignment scales: Good and Evil, and Purity and Corruption. Good players will enable a pleasant looking Hero, with tanned skin and light hair, while evil players will have a more frightening look, with pale skin and black hair.
Pure players will find that their hero will have a clear complexion and a halo, while corrupt players will find their hero with a flawed complexion and horns.
These scales are independent of one another, meaning that it is possible to be both good and corrupt simultaneously or any other variation. Also related to character morphing is the character's slimness or fatness, determined by what foods the player eats; fruits and vegetables mainly celery , make the player thinner, while alcohol, meat and pies make the player fatter. This has no effect on game play other than attractiveness or the lack thereof in the eyes of NPCs.
Levelling up stats will also alter the player character's appearance. Increasing the Physique level will make the Hero more muscular. Increasing the Skill stat will make the Hero taller. A high level of Will power and spells create glowing blue markings, called Will Lines, all over the body. Jobs[ edit ] Unlike Fable, the player does not acquire money through doing quests, but by doing jobs around Albion. The first three involve correctly pressing the A button during certain times, and the latter three are combat related.
Merchant, however, is done by taking advantage of the economies of each town, buying low and selling to richer vendors for a profit. The jobs become available depending on how much renown the player has and story progression. The trade skill jobs can be done over and over again for a certain number of days, but the sidequest jobs are single use, requiring the player to wait for another task to become available.
The trade skills can be leveled up to five stars via promotions, allowing for more money to be made. Recreation[ edit ] Exploration plays a primary role in the game. As in the original Fable, gameplay is very linear; however, main story-advancing missions may be performed whenever the player chooses and there are additional missions that do not affect the storyline.
The player may also choose to perform any of the many different jobs, gambling-based mini-games, participating in the arena-style minigame called the Crucible, explore dungeons, tombs, and caves, or roam the countryside. The player may even choose to kill innocents in town. All of these optional diversions can result in rewards for the player in the form of additional wealth, items, experience points, or character-altering attributes.
Exploration is essential to discovering much of the game's hidden content, in the form of 50 silver keys, special treasure chests, 9 Demon Doors, and 50 gargoyles that can be destroyed. Co-operative play[ edit ] Players are able to drop in and out of other players' games at will.
The host player can set certain rules; e. The joining player cannot load their custom hero; they must select a premade male or female character. Co-op can be achieved through Xbox Live, System Link , and by playing on a single console. Without the patch, players cannot play online due to being disconnected from Xbox Live. Only orbs for friends are initially viewable, with all players viewable if an in-game setting is changed. Online chat is automatically enabled between players that can see each other's orbs.
While on the same console, a second player with their own account can drop in and out as a "henchman" to the first player.
If the second player on the same console does not have an account of their own, the henchman is made in a brief character-creation screen that pauses the game. Henchmen created this way are not saved into the main player's game. The first player also decides how much bounty the henchman will obtain, e. The second player will also be able to port any experience, renown and gold to their own Fable II Hero via a memory card if they have imported their character and not created the henchman from scratch.
Setting[ edit ] Like the first game, Fable II takes place in the land of Albion , but about years later in a setting resembling the early modern period. The Heroes' Guild no longer exists; after the defeat of Jack of Blades, Albion entered a period of relative safety and stability during which the increasingly corrupt Heroes were no longer needed.
Ultimately the people of Albion revolted against the Guild and destroyed it. Firearms of exotic design now dominate the art of war.
Cities such as Bowerstone have now greatly expanded, and the old ideas and religions of medieval Albion have since been ousted by modern ideals of science and philosophy. There are fewer locations than in the first game, however they have been expanded upon greatly. The islands of Witchwood and Hook Coast, as well as the Northern Waste have been rendered inaccessible. There are also many references to the land of Samarkand in the game, though the player never travels there.
At the beginning of the player's childhood, they start out in Bowerstone's slums, then grow up in a Gypsy camp near Bower Lake. The world in Fable II is fully dynamic, interactive and mostly free roaming with no set quest path to take. Since the game takes place over a hero's lifetime, many things can change; Molyneux gave an example of a trade camp that the player could either help or destroy. Trading in such camps would increase their profit, resulting in a small town growing around them.
Additionally, every accessible property those that can be entered by the player in the world can be purchased except for the Tattered Spire , and ownership of unique buildings can unlock further quests. In addition to purchasing and renting homes, businesses and stalls are now available for purchase.
These businesses produce income for the player every 5 minutes, depending on the quality of the business, the economy level of the town, and the opinion of the shop owner for the player a shopkeeper with a high opinion will work harder , and the rent or goods prices set by the player; this happens even while the Xbox is turned off.
Rent is also accumulated every 5 minutes. Also, if the player visits his own shops, the quality of their goods will improve, and improve the quality of the shop. Players are able to furnish the houses with furniture and other items available for sale. Players can become more Pure by setting prices and rent low, or more Corrupt by increasing them. The environment in Fable II features trees with branches and leaves that are individually animated according to their own physics, each tree having roughly , leaves.
There are also around 15 million poppies in Albion. Please help improve it by removing unnecessary details and making it more concise. June Learn how and when to remove this template message The game begins in the city of Bowerstone, where the protagonist, a young child known as Sparrow the player is able to select their gender lives in poverty with his or her older sister, Rose, and dreams about living in Castle Fairfax, the home of Lord Lucien. Their fantasies are cut short when they hear a commotion down at the market.
A man who goes by the name of Mystical Murgo is selling 'magical' wares, such as a mirror that makes one beautiful though only in complete darkness and a magic box that grants a wish. Rose scoffs at the idea of magic, but an old woman named Theresa tells her otherwise, suggesting it may in fact be magic. Interested and curious, Rose and her sibling, Sparrow, decide to collect the five coins required for the box, doing odd jobs such as collecting warrants and posing for a photograph.
During this time, they save a dog getting abused by a bully. When they finally collect the money needed, they buy the box and wish that they could live in Castle Fairfax. The box then disappears in a flash of light, apparently not working. Dismayed, the two go to their hovel and discover the dog waiting for them. In the middle of the night, they are awakened by a guard, who escorts them to Castle Fairfax on Lord Lucien's order.
Overjoyed that their wish came true, the two follow eagerly. After meeting Lord Lucien and telling him of the box, he asks them to step in a circle on the floor. A blue light emits from the edge of the circle, and to Lucien's anger turns red upon his touch. Proclaiming that they are not any of the three, and one of them is the fourth, he shoots Rose, and afterward shoots Sparrow, who falls out of the window.
Upon waking up, Sparrow learns that she or he had survived the fall due to her or his heroic line, and was rescued by Theresa and the dog. Ten years later, Lucien has been rebuilding the Tattered Spire, which grants the user enormous power. Sparrow is told by the elderly woman that they are the descendant of a great hero, and destined to bring Lucien's downfall. However, Sparrow must first find three heroes in order to defeat Lucien with their combined powers. Given the quest to stop Lucien's plans, the Hero begins a great journey.