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Why You Can't Swing A Sword In Fable: The Journey

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Lionhead boss Peter Molyneux has discovered what He hates about melee combat, and why you won't be seeing any in the upcoming release.

A Kinect-exclusive game and swordplay might seem like a match made in heaven, but Molyneux told OXM he decided against using melee scrap and guns in Fable: The Journey because players have pre-established ideas about how those interactions should flavour.

"We could have done melee weapons, but the one affair I hate about scrimmage weapons, and guns too, is that the human brain is encoded to expect recoil from those things," he aforesaid.

Instead, players bequeath play havoc on Albion's wretched Hobb population with thaumaturgy and thrown weapons, using their hands to control the speed and, in some cases, shape the region of effect of projectiles.

Because players bum't actually wield magic in real life, Molyneux explained, they don't throw "encoded" ideas of how it should experience that beget in the way of life of fighting.

"Whenever I jiv a sword and I collide with something connected screen, the visuals and the sound isn't adequate," he said. "We could consume cooked what Zelda did well on Twilit Princess, where it doesn't real matter what you do, what happens along-screen is the best thing. But I desired masses to feel regent, to feel power, and that's all about you."

In an early interview with OXM, Molyneux predicted the newest Fable will drive Kinect gross sales by pleading to explicit gamers, providing a much greater challenge than current motion-controlled offerings.

In Fable: The Journey, scheduled for release side by side year, players employ hand gestures to assure a equid cart, while sometimes setting out on foot to complete quests.

Source: OXM

https://www.escapistmagazine.com/why-you-cant-swing-a-sword-in-fable-the-journey/

Source: https://www.escapistmagazine.com/why-you-cant-swing-a-sword-in-fable-the-journey/

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