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What began as a quirky role-playing game created in part by one of the industry’s most notable auteurs would go on to count among Xbox’s most important properties. Fable from Lionhead Studios always boasted a certain charm that meshed well with its fascinating characters and awe-inspiring fantastical world. The 2008 sequel Fable 2 arguably represented the series at its best, considering it took home a BAFTA and a slew of well-deserved Game of the Year awards. This momentum wouldn’t culminate in similar praise for Fable 3; yet no one could have anticipated the third number title marking the end of Fable as fans had known it for the better part of a decade.
A cutesy beat ‘em up in Fable Heroes and Fable: The Journey’s magic-fueled Kinect adventure trailed far from the franchise’s established status quo. But free-to-play game Fable Legends truly subverted expectations, wearing the guise of a big-budget console and PC experience while missing the mark on what made the mainline installments so appealing. In other words, players craved a proper Fable 4, and the team at Lionhead desperately wanted to deliver as much. In fact, studio leads pitched one such project right before Legends started occupying center stage.
The proposal didn’t receive so much as a passing interest at Microsoft, its gaming vertical preferring to stick the award-winning single-player studio on a multiplayer-only title just as the Games as a Service craze got underway. This decision begat a host of issues, all of which contributed to Fable Legends’s unceremonious cancellation and the untimely closure of the UK development house co-founded by game design luminary Peter Molyneux.
Intro 0:00
Lionhead 03:57
Fable 4 & Project Opal 08:16
Fable Legends 11:33
The Age of Heroes 15:05
Legends Never Die 18:31
This is the tragedy of Fable Legends.
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Initially conceived during a period of great competition in the first-person shooter space, Red Faction had its work cut out for it long before entering the spotlight. Developer Volition Inc. harbored dreams that ventured far beyond simply adding another Quake-like shooter to the pile, though. Advanced destructible environments and intense vehicular combat were positioned as the differentiating factors between Red Faction and nearly everything else available for PC and console. And despite launching in 2001 to tepid reception, the Volition-developed FPS title set quite the precedent.
Commercially, Red Faction secured its place as publisher THQ’s top-selling franchise until another Volition property, Saints Row, stole the crown. Such success begat a few sequels, spinoffs, and even a TV movie. Improved technology along with the open-world structure of Red Faction: Guerrilla introduced a new level of destruction and reinvigorated excitement for the brand. But victories of this caliber were squandered two years later when a shocking case of regression engendered a return to linearity in Armageddon that few wanted.
All in all, Red Faction sits atop a lengthy list of PS2-era franchises that never found their footing. It didn’t help that Volition’s parent company long struggled to keep itself afloat amid financial woes and industry changes, ultimately culminating in bankruptcy. Still, the road that led to Red Faction fading into obscurity may not be as straightforward as it once seemed.
This is the Rise and Fall of Red Faction.
0:00 Intro
2:30 Sponsorship
3:55 Red Faction
16:00 Red Faction 2
25:29 Red Faction B.E.A.S.T.
26:02 Red Faction Guerilla
33:47 Red Faction Armageddon
39:11 Outro
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