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‘Obsession’s Megan Lawless Set For Psychological Drama ‘Ping’ From Richie Gordon

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EXCLUSIVE: Obsession’s Megan Lawless is set to star in Ping, an indie psychological drama marking the feature debut of writer-director Richie Gordon that shoots in Utah this summer. The film follows Annie (Lawless), who after a stalled career reset, joins a wellness startup led by a magnetic founder who promises purpose, status, and creative power. But as […]

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Jagmas
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Round Rock, Texas
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‘Widow’s Bay’ Renewed For Season 2 As Creator Katie Dippold Inks Overall Deal With Apple TV

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Just ahead of next week’s Season 1 finale, Apple TV has announced a Season 2 renewal for its hit horror-comedy series Widow’s Bay, starring and executive produced by Emmy winner Matthew Rhys. Additionally, the streamer clearly wants to stay in business with series creator Katie Dippold, signing her to a new multi-year overall deal. No […]

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Jagmas
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Round Rock, Texas
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Sea of Thieves dates its Custom Seas user-generated content toolset for June 18

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“Fine, if you want to make content so bad, then do it your own darned self.” While this isn’t the express words used by Rare Ltd., one could argue that the feature that’s headlining Season 20 of Sea of Thieves is at least suggesting as much, as it will bring on the Custom Seas toolset for players […]
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Supergirl director says he didn't read the DC masterpiece that inspired it

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When DC Studios first announced its Supergirl movie, the official title was Supergirl: Woman of Tomorrow, a clear signal that the film from director Craig Gillespie (I, Tonya; Cruella) would adapt the critically acclaimed 2022 comic from writer Tom King and artist Bilquis Evely. So even when that title changed to just Supergirl, fans assumed the film would still draw heavily from King's galaxy-spanning revenge-fueled saga and, even more importantly, from Evely's surreal, cosmic artwork.



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Jagmas
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Fable drops the original games' good and evil binary for a "subjective and multifaceted" reputation system, which is why you don't have horns or halos

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The upcoming Fable game is binning the straight good and evil binary that's defined much of the series so far in favor of more complex regional reputations, meaning settlements will react to your excessive wealth or shrewdness or murderous tendencies – rather than the demonic horns and angelic halos of previous games.

Playground Games' choice to drop Lionhead's signature morality-based character morphing has been somewhat controversial in recent months, but associate game director Craig Littler gave GamesRadar+ (this website here) a rundown on the decision while showing off a behind-the-scenes demo.

Littler told us the reputation system "goes so much further than good versus evil" and lets players "build a complex, nuanced identity" that'll split the opinions of each NPC in Albion. "They all have a slightly different take on who I am and what I mean to them."

A recently-released chunk of gameplay (below) shows off some examples. One villager is smitten with the demo's hero for material reasons: he's a home owner and an entrepreneur (a real power fantasy in this economy). But another humble denizen in that same exact village detests the hero because of her perceptions about wealth and snobbery, bumping up her wares by 80% in protest.

"Every action in Fable builds a local reputation, and eventually you'll be known for the reputations you build, and everybody will judge you on their own moral view, often directly. And that's at the heart of our modern, nuanced take on morality. It goes so much further than good versus evil, it's subjective and multifaceted. One person's good is another person's evil. Even being merciful will divide a few of you," Littler adds.

Lionhead's Fable trilogy had a much stricter view on your actions. Want to fart in a villager's face or refuse to show mercy to a bandit? You grow horns. This Fable game instead acknowledges that not everyone will feel the same way about your actions. Some people won't think passing gas around strangers is grounds to be called evil. Some people will call that an average day in the London Underground.

"Really, our game is all about morality being subjective, so the benefits are kind of in the eye of the beholder and the eye of the NPCs," Littler continues.

Earlier in the year, Playground Games founder Ralph Fulton told us the game's take on your actions is "representative of how morality exists in the world that we live in today."

While longtime fans will continue to be split on the change long after the game's release, I'm interested to see how this shakes out when Fable comes out next February, since morality in RPGs has rarely existed on a linear bar since the 2000s – your Mass Effects, Star Wars: KOTORs, etc. Everything from The Witcher 3 to Disco Elysium have since reacted to your decisions in ways that didn't put a "good" or "bad" stamp on you, as much as I'll miss growing horns for becoming a greedy landlord.

Fable's first expansion will be Order of the Hero, and it's included in the RPG's $100 Premium Edition.



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Jagmas
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You can just bypass Fable's 'complex, nuanced' reputation system with enough gold

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At last, the Fable reboot has shown off a lengthy 30 minute gameplay demo touting the word cloud-style reputation system that'll decide whether its 1000+ NPCs laud or heckle you as you traipse through their peasant hamlets. Every character has their own values and every decision you make has consequences! Unless you have enough gold, Playground Games is quick to reassure us, because then you can just pay for a new reputation.

Fable's gameplay demo starts off with a lot of things that I—an RPG and life sim fan with a fondness for systems and strategy—am really liking the sound of. All sorts of actions have an impact on your adjective-based reputation. Sparing someone's life makes you "merciful" in the eyes of the settlement you're in, and doing so by negotiating makes you "shrewd" while dropping a ton of cash on fancy clothes increases your reputation for being "rich" and firing random arrows in town makes you "reckless."

(Image credit: Playground Games)

Fable soaks up all that info and feeds it back to you in some pretty direct conversation menus. Megan the Merchant, "an ambitious commoner" likes you because of your reputation for being "shrewd" and she thinks you're "savvy." Megan is like the translucent colored tech of the early aughts, the way I can see straight into the gears making her tick, but I don't mind the transparency. Systems-driven games are fun because they let me see the system and play with it.

That cloud of reputation epithets can do all sorts of things, like make a merchant who dislikes you jack up their prices or an employee who hates you blow off their shift, generating no profit for you.

Playground Games reinforces multiple times during the demo how this type of reputation is all about subjectivity, complexity, and shades of grey—quite different from the horns and halo 'good vs evil' system that the original series creator Peter Molyneux said it's "a real shame" to see go.

What Playground Games also mentioned multiple times during the demo was how you can just bypass the system they've built if you shell out some gold.

(Image credit: Playground Games)

"If I don't like my reputations in Silverbrook, I can pay the town crier to change them," Playground says. "I give them gold—a lot of gold—and they spread a new reputation for me. If you're rich enough you can change what people think of you."

I can think of a few real-life rich people who keep desperately attempting to make that true.

Playground Games didn't give a peek at that town crier menu in the demo, so I can't say exactly how it works. It is a bit of a bummer though, to build this highly reactive morality and reputation system and then give us an opt out. They even reference later the possibility of changing your reputation through your actions.

"Once I'm known as a killer and a criminal it'll stick with me until I put in the work to change what people think or until I've made an expensive visit to the town crier," Playground Games reiterates.

Fable demo - a Hero attacks several guards and gains the reputation

(Image credit: Playground Games)

RPGs in general, and Fable in particular, always encourage you to collect and hoard a robber-baron pile of gold by the time the credits roll. So the penalty to change your reputation manually seems like a finger wag more than a consequence. Making choices and then regretting them is what save scumming is for.

It also comes across as lacking in confidence, this sort of "don't annoy the player" design ethos of a big-budget project. That obsession with a frictionless experience as the requirement for broad appeal just doesn't hold up when some of the biggest RPGs in recent years, critically and financially, are things like Disco Elyisum, Baldur's Gate 3, and Kingdom Come Deliverance 2, all of which proudly challenge and inconvenience us at times—and insist we live with our choices.

Despite that, I am still quite interested in this morality system Playground Games has built that, as they say, creates more interesting reactions than a single-axis reputation system can. I'll simply not visit the town crier, I suppose.



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Jagmas
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