Peter Molyneux doesn’t know how to feel about Fable Legends, the first game in the franchise to be made without his involvement.
Molyneux left Lionhead Studios and Microsoft last year after the completion of Fable: The Journey. He began working at 22Cans, which was founded by former Lionhead CTO Tim Rance.
In an interview with IGN, Molyneux said he wasn’t surprised that Fable Legends runs on Unreal Engine 4. Fable: The Journey ran on Unreal 3.
“It’s the tools, I suppose. You have to have 20 people dedicated to your engine and your tools. That’s 20 people out of making the game,” Molyneux said. “If you use Unreal, those 20 people you can use to make the game. So I’m not surprised that Unreal is their first choice. I think Journey actually looked better for it, compared to using proprietary tech.”
The 54-year-old game designer also said he was surprised that Lionhead isn’t “carrying on the story.” He said he felt there was a “great prize to be won there.”
Fable Legends is set 400 years before the first Fable, when heroes were more commonplace.
“Well, that makes sense,” Molyneux said. “It was kind of an arc that was gone through, and Theresa was exposed. Presumably there’s no Theresa.”
Theresa, who is referred to as “the Blind Seeress” is the immortal older sister of the Hero of Oakvale, the main protagonist in Fable and its expansion, The Lost Chapters. In Fable: The Journey, Theresa manipulates Lord Lucien Fairfax into rebuilding the Tattered Spire, and in doing so, awakens the Corrupter’s chief lieutenant, the Crawler. She then recruits the Hero of Brightwall to destroy the Crawler, knowing that the Corrupter would return.
Theresa admits that she used Gabriel, the protagonist, in her plan, since he is the only who can stop the Corrupter from reaching Albion. At the end of the game, she makes a wish and says her time in this world is over and vanishes after giving Gabriel the heart of the Tattered Spire.
Molyneux also lamented the fact that there is no dog in Fable Legends, but said he understood because it was a “huge amount of work” to put the dog in the game.
“It’s a shame. They’re this emotional driver, this emotional engine. I mean, there was so much more that you could do with the dog, to focus on it being this thing that loved you, loved the player, and would sacrifice itself for you,” he said. “I think we explored that in Fable II more than it was explored in Fable III, and you could go back to that.”
Ultimately, Molyneux said he would keep the dog and that he would tell his former colleagues to “just focus on the quality” of the game.
“Make every sword swing, every magic spell look amazing. That’s advice that’s hard to take, because it’s an incredible skill to master,” he said. “Finally, I would say it’s easy to give advice, but it’s very hard to implement. They’re good guys. I’m sure they’ll do a good job.”