

Then you’ll reach a puzzle that requires you to hit two switches in quick succession and everything falls apart. You feel like a badass wizard, and for a moment, The Journey makes good on the ultimate promise of the Kinect. When every gesture is recognized, your arms should never stop moving. You can block and attack at the same time, and you can wipe out powerful enemies in seconds with spell combos. There’s no reticule on the screen, you just stick your hand forward in the direction of an enemy, and the Kinect should shoot a lightning bolt in that direction. It can be used well or it can be used poorly, and Fable: The Journey uses it well. The on-rails structure isn’t the problem. All your attention is mechanical, not emotional, and since this relationship is supposed to be the emotional cornerstone of the game, it’s hard to get invested in the pending end of the world.Ĭombat is mostly frustrating with a rare moment of brilliance. The Kinect forces you to treat your horse like a tool, an engine. Otherwise the option simply isn’t available. once per rest stop, and only if she’s hurt or dirty. You only pet her, brush her, feed her, etc. Seren is meant to be a beloved companion, like your dog was in Fable 2, but the control limitations of the Kinect make your every interaction excessively mechanical and stilted. At least the controls are so simple that they’re almost guaranteed to work. Then there are the constant obstacles in your path that Seren will run into if you leave her on her own, so you actually do need to steer the cart despite the game’s suggestion. You’re stuck staring at a horse’s butt while all the wonderful art around you goes unappreciated. The world is so beautiful that you’ll want to admire it rather than steer, but you can’t actually look around. She doesn’t need to be controlled constantly if she runs into a wall, she’ll just automatically turn to stay on track. The game suggests that you put your hands down if you want and let your horse Seren ride on her own. It’s not clear if these sections of game are supposed to be relaxing or exciting. Pulling back with one hand will turn your cart in that direction. While on the road, you have to hold your hands in front of your like you’re holding the reins of a horse. Your journey is spent on the road and in on-rail combat arenas. Despite its humble beginnings, this is every bit the grand adventure that other Fable games have been. When you ride through a vacant industrial city, you realize that the future of the world really is at stake here.

You see the destruction caused by the gathering evil, and the nearly empty world actually works to the story’s benefit. On paper, this sounds like a woefully small scale adventure for a Fable game, but the farther that you travel, the greater the stakes become. Your point of view is extremely limited, you never stray very far from the main road, and there are only five characters of importance in the entire game. He soon runs across Fable veteran Theresa, who ropes him into battling a gathering evil. He has to go around the river, which takes him on the titular journey. The story revolves around Gabriel, a lanky bookworm who gets separated from the rest of his caravan when a bridge collapses. When the Kinect doesn’t work, the game is literally unplayable. When the Kinect works, Fable: The Journey feels rather magical. There’s no logic or consistency to the navigation, if the game can recognize a word as complex as “Collectible,” why can’t it recognize “Go Back” as well? I can jump into the World Map, Collectibles menu, or Options menu using my voice, but to go back I have to wave my arms in the air, trying to get the fidgety cursor to hover over a button. But for some reason, the voice commands aren’t available for all the options. There are several options that can be selected using the Kinect’s voice recognition, and this is a wonderful alternative to the usual cumbersome menu navigation in any Kinect game. The main menu encapsulates the experience of playing Fable: The Journey.
