#nonetheless. in memory of knothole island
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Something I think doesn't get discussed often on the subject of Fable is the Knothole Island DLC. I feel that that DLC is so well designed on a variety of levels, and it seems like a lot of people worked very hard to create something special.
The overworld of Knothole island is SO interesting and unique, featuring a weather system that completely changes the landscape of the island at various points, making exploring the island itself extraordinarily fun and rewarding when you finally figure out how to reach an item that wasn't previously accessible. The changing weather is also refreshing since it's not seen elsewhere in the game (maybe with a few exceptions? I'm thinking about westcliff after Barnum's restoration, but I could be wrong and it could just be raining the whole time - lmk if there's any other instances of weather in a (fable 2) biome changing that I'm forgetting?)
The dungeons are also particularly fun, and feel like they give you a nice break from the feel of ordinary Fable 2 content. Often when I'm in the mood to go back and play this game, one of the things that first comes to mind is the Storm Shrine... not for any particular reason, I just think it's a really well structured experience. They do a great job of keeping the overall feel of the game and not making the new areas feel too jarring in terms of art style or overall aesthetic... often times DLC content is very recognizable as add-on content because it doesn't fit with the core game (Shivering Isles comes to mind). The designs of these dungeons feel unique, and make use of core fable 2 mechanics in ways that make them feel refreshing and interesting.
(The story is spread out over 3 installments that become accessible at various points in the Fable 2 timeline, meaning you don't get too burnt out on DLC content and can return to regular game content after completing 1/3 of the DLC. also great design.)
I wish I could speak more on the actual level design of Knothole Island (both dungeons and overworld) but I just don't have enough knowledge of the mechanics of that to speak about it... (feel free to add on if you know something about this aspect of game design, lol)
It also adds a ton of fun items, including some easter eggs, but especially cosmetic items which are not strictly necessary for enjoying the game. They're entirely an enhancement to the experience of the game so players who don't have the DLC aren't missing out. Not to mention the Box of Secrets, an entirely new type of item trade mechanic. (a really stupid niche thing I love is when a DLC gives your character a pair of stupid sunglasses to wear. the Solar Shielding Spectacles and Professor's Spectacles in the Witcher 3 my beloved)
Overall I just feel like it's a really good example of a quality DLC. It doesn't add an insanely large area or huge, time-sink amounts of gameplay, but it iterates on the base Fable 2 design and mechanics and makes something that's a very fun, worthwhile addition to the game. There's also enough depth to the content that is there so that it rewards you for spending more time on it, depending on your preference for how thoroughly you want to explore or be a completionist.
(Traitor's Keep in Fable 3 is also good but I personally didn't find it as memorable... it had a more ambitious plot, though. love the Milton reference.)
#fable 2#fable II#fable#will any potential Fable reboot dlc be absolutely too massive and very likely exhausting? yes#nonetheless. in memory of knothole island#knothole island
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