Playground Games showcased a deeply engaging combat system during an hour-long Fable preview at Gamescom, demonstrating a confidence in the upcoming RPG by having attendees play through a challenging dungeon twice. The preview, which took place behind closed doors, offered a glimpse into a dungeon populated by undead enemies, a section designed to highlight the game's approach to player choice and combat synergy. Associate game director Will Kennedy emphasized that while the demo was a brief segment from later in the game, the developers were eager for players to experience its depth firsthand.
The combat loop encourages players to fluidly combine melee, ranged, and magical attacks to overcome enemy threats. While players can opt for simpler approaches, such as charging heavy melee strikes or chaining basic combos, the true satisfaction appears to come from skillfully weaving these disparate elements together. Early impressions suggest a focus on strategic use of crowd-control spells, melee engagement when enemies close the distance, and ranged attacks to manage threats like enemy archers and mages. The inclusion of a block and parry system is also highlighted as crucial for controlling combat flow, allowing players to neutralize melee opponents while magic abilities recharge.
During the first playthrough, a lightning spell was demonstrated to chain between enemies, with its effectiveness notably increased when cast while standing in water. Another memorable spell transformed enemies into chickens, which could then be dispatched with a fireball, yielding roast chicken—a touch described as "very Fable."
For the second playthrough, players were equipped with late-game gear and spells, including a repeater crossbow. This weapon, offering more power than a standard bow, also presented greater recoil, leading to less precise shots and unusual enemy incapacitation, such as legshots. This resulted in enemies crawling or rolling, albeit still posing a threat. The preview hinted at a potential for similar nuanced enemy interactions and mechanics across the wider game.
Spells also varied in the second demo, featuring an ability to lift enemies into the air for follow-up attacks or to electrify the terrain. A "Force Push"-like ability was also available, which proved useful for crowd management when overwhelmed. This increased difficulty was intentional, as players were bumped to the highest setting, requiring tighter parry timing and more strategic approaches to combat.
Both demo runs concluded with a boss encounter against a "Lantern Wraith." This boss incorporated mechanics seen throughout the level, including the wraiths that emerge from defeated skeletons, which can reanimate fallen foes. The boss itself served as a culmination of the combat lessons, reinforcing the need to utilize melee, ranged, and magic attacks effectively against both individual enemies and summoned threats.
Actor Matt King, known for his role as Super Hans in Peep Show, was also highlighted for his performance as a companion character. Despite the character's potentially bombastic nature, King's portrayal was noted for its emotional depth and comedic timing, suggesting a significant and engaging presence among the game's companions.
Playground Games' emphasis on player choice extends from macro-level decisions to moment-to-moment combat actions. The preview suggests that the game's depth and nuanced mechanics, experienced even in a short demo, indicate a substantial and replayable experience, alleviating concerns about the game's length. The confidence displayed by the developers in having the preview played twice appears well-founded, showcasing a rich combat system and engaging character interactions that align with the Fable legacy.