The combat will be more realistic, too-no more wildly swinging your battle-ax with no consequence. Strike down its inhabitants at the outset, and all that will remain at the end of the game are the hills as nature left them. Nurture it, and your small camp will grow into a booming metropolis. With so-called 'dynamic regions,' you'll be able to control the evolution of the world. Lead Designer Peter Molyneux, however, is nothing if not ambitious, and he's again promising great things for Fable 2. But it hardly qualified as a revolutionary videogame representation of the passage of time and life as we know it-as the game was touted during its years in development. Yes, you could run through a town and people would cower in fear if you were a bad guy or gaze admiringly if you were a hero. Gamers may remember that the original Fable (XB) promised something quite similar but ended up being mostly an action-RPG-heavy on the action and fairly light on the roleplaying and simulation elements.
Fable 2 is going to be an unprecedented life simulator, one that lets you grow your character from a small, impressionable child into a complicated adult (complete with emotional baggage) who affects the world around him or her in ways big and small.