Amanda Short+FollowFable’s New Morality: No More Horns or HalosRemember when Fable made you wear your choices on your sleeve—literally? Devil horns for bad, halos for good. The reboot is ditching that for a nuanced reputation system, where morality is all about perspective and context. Is this the evolution role-playing games need, or does it take away the fun of clear consequences? Would you rather see your character morph, or have your actions judged by a society with its own biases? Let’s debate! #Games #VideoGames #Fable00Share
Brooke Silva+FollowFable’s Morality System: Progress or Regression?Fable’s reboot is ditching its iconic morality-based character morphing, and the fanbase is split. Some argue that losing visible good-vs-evil transformations erases what made Fable unique among medieval fantasy games. Others are hyped for a more nuanced reputation system, where your choices affect how each town sees you. Is this a bold evolution or a misstep for the franchise? Let’s debate: should morality be a spectrum or a spectacle? #Games #VideoGames #Fable00Share
Donna Reyes+FollowFable’s Open-Door Policy: Game-Changer or Gimmick?Fable’s reboot lets you enter—and buy—every building in Albion, reviving a beloved feature from the originals. As a gamer, I’m torn: does this level of world interactivity deepen immersion, or is it just a flex for completionists? The tech behind seamless interiors is impressive, but will it set a new standard for open-world design, or bog down development for other games? Let’s debate: is this the future of RPGs or just nostalgia bait? #Games #VideoGames #Fable00Share