Fa­ble For­tune

It’s all come dow n to this

XBox: The Official Magazine (US) - - REVIEW - Josh West

We won’t lie, it’s all a lit­tle dif­fi­cult to un­der­stand.

And we don’t nec­es­sar­ily mean FableFor­tune it­self, the CCG that thought it was ap­pro­pri­ate to launch into Game Preview with­out a tu­to­rial. We mean the cir­cum­stances sur­round­ing the game’s ex­is­tence at all. This is all that re­mains of our beloved Fa­ble, and it’s dif­fi­cult to process how it has all come down to this. Let’s just get this out the way: FableFor­tune

isn’t the game for those of you that were ex­cited about jump­ing back into Al­bion for one last ad­ven­ture.

Kind of Magic

It is, how­ever, per­fectly placed for any of you that have fan­cied your hand at a CCG, but have bounced off of the com­plex­i­ties of Magic:The

Gath­er­ing or GWENT. Be­cause—and this is in spite of the lack of tu­to­rial—

FableFor­tune is in­deed an easy game to pick up and play, de­signed to be en­joyed in short bursts and grad­u­ally learned over time as you earn re­sources through wins and losses, be­gin to pur­chase cards, and even­tu­ally get to grips with the in­tu­itive deck build­ing sys­tem.

The setup is in­cred­i­bly fa­mil­iar, es­pe­cially to those of you that have ever put down your con­troller (heretic) and picked up Hearth­stone on an­other de­vice. The stan­dard one-ver­su­sone PvP sce­nar­ios see you and an op­po­nent be­gin with a shuf­fled deck, 30 life, five start­ing cards and three gold coins for your open­ing turn—the cur­rency act­ing as a re­source gate for the type of cards you can drop onto the ta­ble, es­ca­lat­ing and ex­pand­ing the power curve of play with ev­ery go.

Ev­ery turn draws a new card and more gold; ev­ery turn you need to not only con­sider the scope and tim­ing of your as­sault, but as­sess the shift­ing balance of play. While FableFor­tune can of­ten feel un­bal­anced, there is, ad­mit­tedly, some­thing ex­cit­ing to be found in a com­pet­i­tive card game with no es­tab­lished meta. We’re all learn­ing the ropes, try­ing to work out the in­tri­ca­cies of play and ben­e­fits of each par­tic­u­lar hero—ar­che­typal classes such as the Knight, Prophet, and Shapeshifter that feel like a han­gover from FableLe­gends. That can mean rounds of FableFor­tune are of­ten er­ratic, a mad rush as each player des­per­ately tries to ex­tin­guish the 30 life from their op­po­nent. It is, in its own lit­tle way, fun.

But there’s still the lin­ger­ing corpse in the room to con­tend with. Fa­ble

For­tune feels like a CCG with­out an iden­tity, a trou­bling sit­u­a­tion given the per­son­al­ity of its clos­est com­peti­tors. It fails to breathe the

Fa­ble spirit into its play—it’s a largely hu­mor­less, quite dour, ex­pe­ri­ence. And that just isn’t Fa­ble, atall. One as­pect we’d like to see ex­panded is the Quest sys­tem. Th­ese in-game ob­jec­tives —such as spend­ing a cer­tain amount of gold—can be com­pleted be­tween rounds and grant you small, in-game bonuses; it even tries to im­ple­ment Fa­ble’s good or evil met­ric, with dif­fer­ent Hero bonuses be­ing awarded de­pend­ing on your align­ment. It’s a sys­tem we’d like to see Flam­ing Fowl go fur­ther with. But that’s FableFor­tune all over. It clearly has legs as a CCG, but it doesn’t feel as if it’s bring­ing any­thing to the ta­ble. Right now FableFor­tune is a fun com­pet­i­tive game that’s in search of an iden­tity to call its own.

“It fails to breathe the Fa­ble spirit into its play—it’s a dour ex­pe­ri­ence”

right FF is in Game Preview right now, but it will re­launch as a F2P game later in the year. BE­LOW There are some balance con­cerns, but this will likely be ad­dressed.

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