10 Video Games We Want To See On Film

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What better way to reinvent a gaming franchise than taking away the controller? It’s a risky proposition to turn one of the most successful Xbox franchises into a Kinect-only title, but that’s exactly what’s been done with Fable. Instead of producing a family-friendly mini-game based game, however, Lionhead Studios have created a full-blown adventure that manages to rival the main canon in scope. Not only is Fable: The Journey an evolution of the series, but a crucial experiment to see if Kinect can manage to produce a story-driven experience with nothing but the player’s body.

Movement off the horse, such as in a dungeon or mine, occurs with no player input, putting focus solely on clearing away baddies. Combat is handled via two main powers controlled by each hand. The right hand casts a damage-dealing attack spell, while the left hand can push enemies back or fling environmental objects at them. To execute either attack, you simply aim at the intended target and push your lower arm away from your upper arm with the palm facing out. While it’s a simple combat system, it truly feels that you are the one casting the spells -- always a victory for motion-based titles. Common variances like needing the left hand to pull the armor off of an enemy, while dealing damage with the right prevents gameplay from seeming stale.

Peter Molyneux has created a number of legendary titles since he began making games in the '80s, earning numerous accolades and pioneering one of the most important genres in gaming history. But his ambition has become somewhat infamous over time; he’s always reaching for creative new ways to play and experience games, but almost always misses the target in some way, shape or form. And Molyneux’s eagerness to innovate is no secret (he’s admitted it himself): he’s formed a recurring theme for anything he’s made. Peter Molyneux refuses to settle in the current environment of gaming; whether it’s good, bad or in between, the Lionhead visionary has never stayed in one place in the industry. He loves the future, but can never reach it. He hates the past, but can never embrace its strengths. Welcome to the Molyneux Paradigm.


Based on the Fables comic books by Bill Willingham, The Wolf Among Us is a cool, noir detective story with a fantasy twist. When characters from fairy tales are exiled to live in the human world, the Big Bad Wolf changes his ways and becomes Sheriff Bigby Wolf, the lawkeeper of Fabletown. After discovering the horrible murder of a young woman, Bigby embarks on a desperate hunt for a serial killer and along the way finds himself digging deeper into the corruption and organized crime at the heart of the Fable community. It's a tense story with plenty of interesting characters, and it has the potential to be a great crime thriller movie - with a talking pig as a bo

While creating a sprawling Adventure game blog controlled only by body movements may seem impossible, the world has been carefully sculpted around the concept. Nearly the entire game is on-rails, with player-controlled progress limited to traveling via horse and carriage. Movement of Seren is controlled by grabbing onto the reins. Once holding on, jerking both hands up in a cracking motion makes the horse go faster, while pulling your hands up towards your body stops her. To move left or right, you pull the hand of the intended direction towards you while extending the opposite arm. Intensity is based on how fast and dramatic the gestures are. Instead of simply darting to the next area, however, players must pay attention to not run into obstacles while scoping out any side-areas, where treasure chests or revealing NPCs can be found.

Project Ego sounded like nothing I had played before. Being able to pick and choose which quests to take wasn't exactly groundbreaking, but the idea of the game taking place across the character's lifetime was intriguing. There was talk about how the character would be designed and uniquely tailored to the player's gameplay and they would be able to have children that would have a significant impact in the world. The character would receive unique scars from battle, they could plant a sapling and watch it grow in a massive tree throughout the course of the game and the NPCs would have unique reactions to the player based on their deeds to create the sense of a living world the player was truly a part of.

Fable eventually was released in 2005 to high anticipation, but the game failed to live up to Molyneux’s sky-high aspirations. The game earned acclaim for Freeweblink.Org its real-time combat and various methods of dispatching foes, but the morality system was much more limited than originally pitched (good and evil were the only really distinctive ways to progress in the game) and a number of features such as the children component were missing. The abilities to impact the story and the world around you were disappointingly limited as well. But despite these problems, Fable was still received with enough praise that it became a full-fledged series, with Fable II dropping in 2008 and Fable III in 2010.