Lionhead aren’t good with interfaces. Black & White’s wavy-hieroglyph spellcasting is infamous, of course, and I spent a little too much of the Christmas just gone swearing at the agony of magic selection and food-eating in Fable 2. Revisiting Fable the first though, the sequel comparative;y seems like a masterclass in elegant menu-making. This action-RPG’s wheezing, long-winded inventories, quest logs and maps are what you’d expect a taxman to come up with should he sidestep into game design. What game in its right mind would hide Quit under options? I wonder if it’s a failing that started at Bullfrog – Evil Genius and Republic, by that other ‘frog splinter cell Elixir, were similarly blighted by awkward menus. They’re like a great writer who’s never quite mastered apostrophes, and moreover doesn’t care. As long as he gets his point across, he’s happy.
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