TheFablefranchise has always been inventive when it comes to the player’s appearance. Not only can players choose to commit a variety of good or evil deeds, but the more they do so, the more their character’s appearance reflects their moral inclinations. By the end of aFableplaythrough, a character could look either entirely angelic or highly demonic.Fablemade the player’s importance in more ways than that, however. As players invested in certain in-game stats, they found their appearances changing to reflect their character’s abilities. AlthoughFablehas featured a few different versions of this feature over the years, the player’s appearance and statistics have always been intertwined.

Playground Games hasn’t gone into detail aboutwhat it is or isn’t keeping in itsFablereboot, but this seems like a particularly valuable mechanic to borrow. Not only is it a classicFablefeature that’ll help set the reboot apart from other upcoming RPGs, but there’s a lot of opportunity for growth in features such as the Accuracy system. Accuracy may morph aFableprotagonist’s height, but theFablereboot could get far more specific than that, tying specific stats into specific body parts. The more detailed Playground Games’Fablegets, the better.

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Learning From Fable’s Accuracy System

InFable 2,the Accuracy category of Skill stats had a twofold impact. Not only would putting points into Accuracy increase the player’s ranged damage, but it would gradually make the player character taller and a little more slender. Even thoughFable 3reworked character progressionsignificantly, it included a similar system: using ranged weapons would make the protagonist taller over time. Accuracy isn’t the onlyFabletrait with functions like this. Historically, investing in Strength or Physique will make aFableprotagonist more visibly muscular, while investing in Will or Magic will make runes appear on the character’s body. In these ways,Fable’s stats have always been closely tied to the player’s appearance.

TheFablereboot could include another rework of progression systems, since it’s being developed by an entirely different studio, but it ought to make room for a similar system that uses the player’s body to signify mechanical benefits. Character morphing is a hallmark ofFable, and removing that would makeFable 4feel more like a different IP than a true heir to the originalFabletrilogy. Instead of dropping morphing in search of other feature, Playground Games should make an effort to expand on morphing greatly, makingthe appearance of aFablecharactermore relevant to their skills than ever.

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Potential Fable Morphing Upgrades

to enhance morphing, theFablereboot should consider getting more specific about stats tied to the player’s appearance. For instance, theFablereboot could have a stat related to the player’s reach with melee weapon attacks, and investing in that stat could give the protagonist longer arms. Similarly, a Speed stat inFablecould increase the length of the protagonist’s legs,a stat likeElden Ring’s Poisecould bulk up the protagonist’s legs while giving them resistance to being knocked down or pushed around. PinpointingFablemorphing in this way could result in a much greater variety of character appearances.

It would also be interesting if Playground experimented with makingFablestats work the other way around, with initial character customization adjusting the protagonist’s stats in a variety of departments. That could makeFable’s early game a little harder to balance, but there’s still something to be said for the uniqueness of a character’s appearance changing their stats, rather than the other way around. Whatever approach Playground uses, the bottom line is that theFablereboot needs an enhanced take on morphing. Accuracy and its peers inthe originalFabletrilogyare a great example of Lionhead Studios' past innovations, and Playground needs to make use of the innovations that it’s inheriting.

Fableis in development for PC and Xbox Series X/S.