Underworld Lordz
Back to news
Meta y armas20 September 2026

Fable wants you to fight your own way: Playground promises combat with a style of your own

By Redacción UWLG · Source: Vandal

Imagen: Vandal

Playground Games keeps dropping pieces of the puzzle that is the new Fable, and this time the spotlight is on combat. According to Vandal, which got to play a combat-focused demo and then take part in a roundtable with the studio, the promise is clear: the system will let every player express their own style as a hero, with what they describe as a huge, broad and deep range of options for deciding how to fight.

This matters because Fable was never a series about technical combat. Its charm always lay in the freedom to be whoever you wanted in Albion, and the reboot from the Forza Horizon team seems determined to bring that philosophy onto the battlefield too. If they pull it off, the game will stop being just a pretty world to explore and become a place where the way you fight says something about you.

Imagen: Vandal

What you need to know

  • Playground Games promises a huge, broad and deep range of combat options, as reported by Vandal.
  • The guiding idea is the same as in Lionhead's original Fable games: that every player gets to be the hero they want to be, including when they fight.
  • Associate game directors William Kennedy and Craig Litter were the ones who detailed the approach at a roundtable with journalists after Gamescom.
  • In the demo, the same section could be played with two different combinations of spells and weapons, and the experience changed even though the enemies were the same.
  • Kennedy declined to give a specific number of available spells and weapons.

From social freedom to combat freedom

Fable has always been sold as a game of consequences. You steal, kill, flirt or play the saint, and the world reacts. In this new entry, according to the source, there are 1000 NPCs who judge your actions according to their own values, which already gives you an idea of the level of social simulation Playground is aiming for. The interesting part is that the studio wants that same logic to carry over into combat: not a system of rigid classes, but a toolkit that lets you decide whether you go in as a mage, a swordsman, a marksman or a mix that is impossible to label.

The hands-on test Vandal describes is the most revealing part: playing the same stretch with two different loadouts and feeling like it was a different encounter. On paper, that is exactly what separates a system with real depth from one that only swaps animations. The enemies mentioned (living skeletons, werewolves, gigantic birds, trolls and other fantasy creatures) are the series' classic roster, so the novelty is not so much in who you fight, but in how.

What we still don't know

The studio would not specify how many spells or how many weapons there will be. That reticence can be read two ways: either they are saving the surprise for later, or they would rather not commit to a number that could later become ammunition for the community. Either way, until there are figures or a public demo, all we have is Playground's word and the impressions of those who tried the build at the show.

Imagen: Vandal

Our take

Here at the Underworld Lordz newsroom we are watching with interest, but we are not on our knees just yet. A studio promising a huge and deep range of options is the standard line at any presentation; what convinces us a bit more is that the demo apparently backed it up, with two loadouts that genuinely changed how the game felt. That said, for a competitive player the question is not whether there are lots of options, but whether they are balanced. A system with twenty ways to fight where only two are viable is not freedom, it is decoration.

For content creators, on the other hand, this bet could be gold. A Fable where every build feels different and where the world reacts to your decisions is a natural generator of clips, challenges and themed series: the pacifist run, the magic-only run, the run as the hero everyone in Albion hates. Playground has experience making games that look spectacular on stream; if the combat holds up, the community potential is big.

Our main reservation is that the refusal to give numbers leaves us in the dark. The original series was heavily criticised for promising more than it delivered, and this reboot carries that legacy. We want to believe, but we need to see a clear progression system, enemies that force you to mix things up and a difficulty that does not turn freedom into a stroll. Until then, it is a very well-told promise.

What do you think?

Fable's combat could be the deciding factor in whether this reboot goes from nostalgic curiosity to the team's game of the season. Do you prefer an open system where you invent your own style, or well-defined, balanced classes for competing? Tell us in the team chat or on our Discord.

Your turn

What do you think?

Share your take in the team chat or on Discord. We feature the best opinions in the next article.

How did it land?

Community takes