At first glance,FableandRed Dead Redemption 2might not seem to share much beyond being open-world RPGs. One revolves around fantasy and satire, while the other prefers realism and raw emotion. However, in taking a closer look, both series have long explored the same core idea that says players aren’t just a warm body in another world but an essential part of what shapes its design, as well as their own. Despite being rooted in two entirely different franchises from distinct genres that share few similarities,FableandRed Dead Redemption 2somehow find common ground here.

Whether it’s the way the player’s character physically changes or how NPCs respond to them simply walking into town, both games treat identity as something shaped by choice in real-time. It’s a design philosophy that reflects the heart ofrole-playing games, and it could makeFable’s return feel familiar to those who spent time in Arthur Morgan’s boots.

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Fable’s Reboot May Appeal to RDR2 Fans Through Shared Systems and Tonal DNA

Morality, Body Changes, and NPC Reactions Are Core to Both Series' Past Identities

WhileRed Dead Redemption 2leans heavily on its story and the characters that drive it forward, it still puts a strong emphasis on who players become according to what they do, andFable’s historyrevolves around that concept. Originally known and marketed for its choice-driven gameplay,Fableintroduced a morality system that didn’t just impact the story and how the player was perceived in the world, but also their physical appearance. As the player’s character pursued either good or evil, their body would physically change and villagers would react accordingly. It wasn’t just the player character’s morality that would alter their appearance either, as they would even gain weight if they ate or drank too much and lose weight if they ate or drank too little.

Whether it’s the way the player’s character physically changes or how NPCs respond to them simply walking into town, both games treat identity as something shaped by choice in real-time.

Fable (2025) Tag Page Cover Art

Red Dead Redemption 2took a similar approach to physical and moral evolution, though it was more grounded in realism than fantasy. Firstly, Arthur would gain and lose weight based on his caloric intake and output, with food, tonics, alcohol, and eating frequency all factoring into the system. Secondly, players could feel the consequences of their actions reflected back at them throughNPC reactions. From lawmen respecting Arthur for his good behavior to store owners refusing service if he acted unlawfully, the player’s behavior influenced how the world responded in the same way thatFable’s did. Now, withFablereturning in Playground Games' reboot, there’s a strong chance those systems will reappear, bringing with them the same reactive gameplay that madeRDR2feel real and personal.

Fable’s Irreverence and Player-Driven Evolution Could Strike a Familiar Chord for Rockstar Fans

Rockstar has often leaned intorealism with its games, but that hasn’t stopped it from being irreverent at pretty much every turn. Whether it’s a random drunken bar fight, sarcastic NPC banter, or absurd side missions,Red Dead Redemption 2doesn’t shy away from the absurd and comedic. Even in those moments, however,RDR2can still be very serious, emotional, and thought-provoking.

In the same way,Fablehas always been known for its irreverentMonty Python-style humor, and yet it knows how to balance that with decisions that actually matter, choices that allow them to develop complex identities that go on to shape the story and the world around them. That delicate balance is something bothFableandRed Dead Redemption 2have in common, where compelling narratives aren’t compromised by dry, biting humor, meaning fans of the latter might find something to appreciate in the upcomingFablereboot.

That might be whyFable’s return could strike a chord withfans ofRed Dead Redemption 2who are looking for something that feels fresh yet familiar. It may trade realism for whimsy and satire, but the systems at its core still mean something.