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F
able: The Lost Chapters is far too linear and short (about 14 hours)
to be labeled a “must-have,” particularly on the PC. However, on
this platform its infinitely more pleasing to look at (thanks to the
higher resolutions) and easier to play (thanks to the keyboard and
mouse) than it was on the Xbox.
You begin as a small boy whose family is murdered by bandits.
You’re taken in by the local Heroes Guild, where you learn all the
basic skills of being a hero (melee fighting, ranged attacks, magic,
and combat skills). Then, you set out to avenge your family. As with
most of Peter Molyneux’s games, your choices have good or evil consequences,
and the populace will react to you according to your deeds. Your visage also
changes to reflect your alignment.
“The Lost Chapters” portion of the title refers to content that was axed
from last year’s Xbox-only version but is included here. This extra content is
literally tacked onto the end of the game and offers a new snowy region to
explore, a few extra enemies to slay, and another ending steeped in cliché.
The transition between the original ending and new story content is rough and
vague. We also experienced a bug with a significant side quest, and the game
suffers from some audio issues, as well.
Thankfully, there are plenty of new items, spells, and side quests to dis-
cover that add greatly to Fables replay value. These righteous bonuses make
the game’s flaws (and brevity) a bit more forgivable.
You’ll encounter plenty of mini-games traveling from town to town, so be
prepared to go fishing, hunting for treasure, and chicken-kicking. You can even
chat up the local barmaids and try to get a little “hot grog” from them, in a pure
-
ly-PG fashion. Cheeky humor is a big part of the game’s allure, and in
our opinion it adds a lot of heart
to a title that might otherwise be
easily passed over.
—STEVE KLETT
Fable:
The Lost Chapters
Better than it was on the Xbox, but still lacking
S
tuck with a vast inventory of computers he couldn’t sell, alpha geek Dr.
Sepulveda links the machines together to create a “virtual theme park”
called Darwinia, inhabited by 2D sprites with primitive artificial intelligence.
Over the next 20 years, the Darwinians evolve into beings that socialize, repro-
duce, and even develop their own culture; they are by many definitions alive.
But the peaceful Darwinians lack the skills to defend themselves, so when a
nasty virus infiltrates the system, indiscriminately destroying or subjugating
everything in its path, it appears that the inhabitants of Dr. Sepulveda’s little sci-
ence project will soon be very much dead.
Although its never explained who “you” are, Dr. Sepulveda is mighty grateful
for your serendipitous appearance, and throughout the game he provides you with
strategic advice and programs he developed to defend the Darwinians and cleanse
the system of its intruders. At its heart, Darwinia is a real-time strategy game, pitting
you against snaking viruses, bite-first-ask-questions-later ant colonies, and a hell-
ish bestiary of accomplices while you attempt to win back control of the polygonal
archipelagos that make up Darwinia’s 10 levels. Yes, it’s an RTS, but it’s been swept
clean of complicated interfaces, mining grunt work, and bureaucracy; instead,
pressing the Tab button brings up the Task Manager, where mouse gestures launch
Dr. Sepulveda’s various subroutines.
Despite, or perhaps because of, Darwinia’s minimalist graphics, the game
delivers intensely exalting moments: the melancholy sight of the box-kites that
Darwinians occasionally launch in tribute to their dead; two radar dishes aligned
to create a transmission tunnel through which émigrés pass as pulses of light;
a gathering of Darwinians attempting to contact the deus ex machina interven-
ing on their behalf. Indeed, Darwinia is a game that makes you look at polygons
with awe and emotion.
The biggest battles will make a beefy system chug, and at around 10 hours
from beginning to end, it’s a sadly brief ride. But in Darwinia, there are no gaming
clichés, no retreads, no been-there-shot-that moments. Unexpectedly touching and
ruthlessly entertaining, Darwinia is
one of the most original and inspired
PC games we’ve ever played.
—LOGAN DECKER
Darwinia
Don’t let the 2D sprites scare you away
90 MAXIMUMPC HOLIDAY 2005
reviews
TESTED. REVIEWED. VERDICTIZED
There’s a lot to like in Fable, especially the arena combat.
By protecting Darwinia’s digital Sea Monkeys, you allow them to
continue evolving until they’re finally able to recreate the events
of 1969s Woodstock.
7
THE LOST CHAPTERS
$50, www.fable-game.com,
ESRB: M
DARWINIA
$30, www.darwinia.co.uk,
ESRB: NR
9
MAXIM
U
M
P
C
KICK
ASS
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