The upcoming Fable game, developed by Playground Games, is a complete reboot of the legendary series rather than a sequel or a remake. Scheduled for release in Autumn 2026, the title will launch simultaneously on Xbox Series X/S, PC, and PlayStation 5. This marks a significant shift for the franchise, as it is the first mainline Fable entry to be available on a Sony console. For subscribers, the game will also be a day-one addition to Xbox Game Pass Ultimate on both console and PC.
Described by its developers as a new beginning, the story follows the tradition of starting with the protagonist as a child whose heroic powers are just beginning to emerge. Following a significant time skip, the narrative reintroduces the character as an adult in the village of Briar Hill. The main plot is set in motion when a mysterious stranger arrives and transforms the villagers, including the hero's grandmother, into stone. This incident forces the protagonist out into the world of Albion to find the visitor and discover a way to reverse the curse.
The game is built as a third-person open-world action RPG that emphasizes player freedom. While there is an overarching story involving the Heroes' Guild in Bowerstone, the developers have noted that there is no ticking clock forcing players along a specific path. Players are encouraged to explore Albion at their own pace and engage in a variety of life-simulation activities. These include becoming a blacksmith, managing property as a landlord, and starting a family. Players can marry and have children with non-player characters, and every house in the game world is available for purchase.
Combat in the reboot has been refined into a system called style-weaving. This allows players to fluidly transition between melee weapons, ranged attacks, and magic without any delay. For instance, a hero can strike an enemy with a sword and immediately follow up with a fireball in a single motion. Magic and abilities are unlocked through a skill tree, allowing for various character builds. The enemies themselves, such as the classic Hobbes and Balverines, have specific strengths and weaknesses that players must exploit tactically.
One of the most ambitious features of the new Albion is its Living Population. The game world is inhabited by over one thousand unique NPCs, each with their own names, roles, personalities, and daily routines. These characters live in functional towns where they actually go to work and return to their specific homes to sleep at the end of the day.
This NPC population is central to the game's revised reputation system. Moving away from the binary good and evil scales of previous entries, the reboot focuses on subjective reputation based on witnessed actions. If a player performs a deed that is seen by others, they earn a reputation that forms a word cloud associated with them in that specific settlement. These reputations can vary from town to town, and NPCs react accordingly. A player's reputation can influence shop prices, the likelihood of romance, and how commoners interact with them in the streets.
Visually and tonally, the game aims to capture a quintessentially British sense of humor. The developers draw a distinction between fairytale and epic fantasy, focusing on intimate stories of regular people touched by magic rather than grand geopolitical conflicts. The humor is grounded and occasionally awkward, inspired by classic British comedies like The Office and The IT Crowd. This extends to a mockumentary-style interview device used within the game to deliver jokes and character details. Character customization has also been expanded significantly, allowing players to choose their hero's gender, ethnicity, and body type to craft a unique legend in this new version of Albion.
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