=Combat
Announced at E3 2007, there is a new revamped combat system. All melee combat takes place on the X button. All ranged combat runs on the Y button and magic on the B button. Flourishes will be shown in a different perspective and time will slow down to show finishing moves. Moves done in melee combat are also dependent on where the player is located. For example, if a player is on top of a tower, pressing the X button may cause the player to throw a certain enemy off of the tower rather than attack with a weapon. Also, in the X06 edition of the combat with a not yet ready combat engine shows you can use the environment which leads on to different combat reaches. The character can get into a bar fight shown in the combat demo (the first tested engine).
There are multiple different weapon types known of so far: guns, axes, swords, hammers, and maces. Longbows have also been confirmed and crossbows remain a possibility. In addition to the traditional bows and crossbows, the usage of a musket is shown in the game trailer, and in another gameplay demo the player is shown slinging one across his back, possibly suggesting that it could be equipped.
Dog
The player will encounter a dog that will stay with him or her for the rest of the game. Molyneux has stated that the dog is an entity that will get the player to care, to experience love or hate, when he announced this feature at the GDC 2007. Every dog will be unique in some way and morph depending on a variety of factors such as alignment. The dog will assist the player by alerting him to threats (although never giving the player away to the threat) and so completely replacing the mini map, and attacking whatever enemies the player is weakest to, depending, for example, on the weapon drawn. In a recent interview and game demonstration Molyneux showed some of the interactions players can have with their dog, including buying toys, playing fetch and rewarding or punishing their dogs for their behavior.
Obeying three main laws (do not aggravate the player; unconditionally love the player and self-preservation), the dog features advanced AI. Although the dog is not directly controllable, it will respond to the player's actions; moving to attack will bring it to attack, running somewhere will have the dog run. Behavior is context-specific, and the dog will stay much closer in towns or when the player is hurt than when outside. He is, to a degree, trainable using expressions.[5] Molyneux also revealed that if the player seriously does not want a dog, then they have to run away and escape from it (preferably when it is injured), although the dog will track down the player, causing him or her to run away again. One example given is if the dog is injured and the player leaves and goes to the pub, later there will be a scratching at the door. Someone will open the door for it and observers will react negatively.
Family
Another mechanism to get the player to care are families. The player is able to flirt with anyone (of either gender) and get married. The player may have protected or unprotected sex with NPCs of the opposite gender, which may result in a child. The child's looks will depend on those of his parents, and his attributes will be dependent on the player's actions and alignment. Female player characters may become pregnant and have an abortion if the child is unwanted.[
Death
In Fable 2, the player's character does not die upon defeat. Rather, he or she falls unconscious once he or she loses all of his or her health. The enemies will then injure the character while they are unconscious by beating, kicking or stabbing them, which will leave permanent scars. The new system of "death" is intended to simulate the humiliation of defeat, while sustaining scars will negatively affect NPCs attitudes toward the player. Molyneux stated during the E3 2007 combat demo that boss enemies will inflict major, disfiguring scars, which will have a major negative effect on NPC relationships.[6]
However, falling unconscious (said to last around 30 seconds according to Molyneux) can be avoided, if the player is willing to sacrifice one of 3 things: gold, reputation or experience gained.
Cutscenes
There will be no cutscenes in the game, apart from the beginning cutscene which lasts approximately 1 minute. Rather like pressing the Y button in Gears of War to focus in on a team mate or a point of interest, pressing a button during a major event in Fable 2 will focus in on the main point of interest.
Dynamic world
Molyneux has stated that his aim is to create a dynamic, changing world on a large scale. Since the game will take place over a hero's lifetime, many things will change; he gave an example of a trade camp the player could help or destroy that would later be a town or ruin. Trading in such camps would increase their profit, resulting in a small town growing around them, while stealing from the camp or massacring the camp will result in the abandonment of the area. Additionally, every property in the world is ownable by the player, often unlocking further content such as quests. Titles will be awarded for buying property, for instance, if you were to buy every building, and every piece of land in a town, you may become known as the mayor, king, and eventually emperor of the entire realm.
It is also rumored that towns and villages from Fable and Fable: The Lost Chapters have "grown up". One example is Bowerstone, which in Fable and Fable: The Lost Chapters was the largest town, yet it was still quite a small town. It has been confirmed that it is in Fable 2 and is rumored to be a thriving city. The first published screenshot of the game is of Bowerstone.
It has also been confirmed that the Hero is from the slums of Bowerstone.
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