The developers behind "Fable II" tried letting players whistle to their dog -- but dropped the feature. Read More...

Game designer Peter Molyneux and I talked about death in video games last week, and the failed experiments that led to the unusual lack of player death in "Fable II." Read More...

Can you tell we're still working through our backlog from 2008? The first month of 2009 is almost over, but we're still mulling over which games from last year we need to push through before we can really enjoy what 2009 has to offer. Read More...

There is a place on earth called Penistone, but it's not pronounced the way you think. Just as my infatuation with games made me think of "Fallout 3" when Barack Obama was inaugurated last week, I couldn't help but think of the bawdy, scatological "Fable" series when I saw a certain story in the New York Times a few days ago. The map included in the story might as well be the map for "Fable 3." Agree?

See for yourself in the NYT: No Snickering: That Road Sign Means Something Else

It's a little weird to record a video for Monday on a Friday, but hey, if "Lost" can mess with time travel, why can't I? In this pre-weekend recording, I discuss the issues I'm having with "Fable II"'s combat and explain why I refuse to talk about the later stages of "Flower" until it's actually released next month.

(Videos not viewable by users logging in from Canada or the U.K.)

PS3 exclusive "LittleBigPlanet" received 10 nominations for the 12th Annual Interactive Achievement Awards, and will be duking it out with "GTA IV," "Left 4 Dead," "Fallout 3" and "Metal Gear Solid 4" for Overall Game of the Year. Read More...

Does "Rock Band" mastermind Alex Rigopulos see a cascade of colored lights in his sleep?

Does "Gears of War" creator Cliff Bleszinski hear snoring that makes him dream he's wielding a Lancer chainsaw?

Does "Burnout" architect Alex Ward dream that his car has flipped?

Just before the Thanksgiving holiday, Patrick and I asked a few game developers how their work in the gaming industry affects their dreams. We heard back from creators behind "Fable II," "Mirror's Edge" and "Alone In The Dark" as well as from one game-crazy p.r. man.

Here are their gaming-affected dreams. Brace yourself: Read More...

How quickly should downloadable content follow a game's release?

This question came to mind yesterday when Bethesda Softworks announced that the first of three downloadable content packs for "Fallout 3" will be released in January. And the day before that, Lionhead Studios said they're planning to release a premium DLC pack with new quests, characters and items in mid-December for "Fable II." Last week, Rockstar Games said the first DLC for "Grand Theft Auto IV" will be out on February 17, with additional characters, missions, weapons and vehicles.

Both "Fable II" and "Fallout 3" came out at the end of October, and their first DLC will come less than two and three months, respectively, after their original releases. Meanwhile, "Grand Theft Auto IV"'s content will arrive about ten months after the title's initial release.

I've spent almost 20 hours in "Fallout 3" so far, and I'm nowhere near finished; as for "Fable II" and "GTA IV," there are still plenty of side missions to be completed.

Is the DLC for "Fallout" and "Fable" coming out too quickly? Or has the wait been too long for "GTA IV"? Judging by the number of used copies of "GTA IV" for Xbox 360 I saw at my local GameStop yesterday -- I counted 46 -- ten months may be a little too far out.

But what do you think? How swiftly do you need downloadable content for a game you've enjoyed playing? Do you want it as soon as you're finished or can you wait a while?

Related Posts:
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The Most Popular DLC For Five Big Xbox 360 Games

For those of you who've played "Fable II," you know the game is about the choices you make. For the most part, you're in control of how you want your player to end up -- good or evil.

But there is one aspect beyond players' control... what happens when you unintentionally push the B button near loved ones.

Let me explain: In "Fable II," players can assign different magic abilities to the B button. Many players, myself included, went with a power called "Inferno," a spell that allows the player-character to shoot fire from his/her hands.

When in the towns, you can interact with people and perform expressions to amuse them, even drawing large crowds to you. But in doing so, it's also easy to accidentally hit the B button when navigating the menus. And whatever spell you've assigned to that B button -- well, you can guess what happens.

If you've had this problem too, you're not alone. There's a Facebook support group called the "Association of Accidental Arsonists." The description reads, "A support group for Fable II players who've set spouses, houses and mouses ablaze in err." Yesterday I found out who started this group. Read More...

The best way to figure out if if the Xbox 360 role-playing game "Fable II" is right for you is to try it. But if you manage to rent it or borrow it from a friend, you may be overwhelmed. How do you ensure that you can judge "Fable II" properly?

That's why we do these Must-Do lists. Courtesy of "Fable II" desig director Dene Carter (aka not Peter Molyneux!) here are 10 must-do things in "Fable II" -- or, more accurately, this time -- 10 Must-Check-Out Sights And Sounds in the epic game.

I believe Carter's given us our funniest and most M-rated list yet.


Lionhead’s Must-Do List For
“Fable II?

(Xbox 360 Role-Playing Game, October 2008)

1. Bowerstone’s Bridge

Described by Albion’s best-known and least competent bard as "nice and bridgey," this functional edifice spans the entire width of the river Bower*, and is much beloved by both ardent romantics and the "desperate-but-desirous-of-a-quickie." Hand-in-hand walks in the moonlight are given a special magic courtesy of Bowerstone Bridge’s meat, fish and alcoholic beverage stalls. Read More...

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