One of my favorite elements of a good role-playing game is a good morality system. Whether this takes the form of something as simple as the binary renegade/paragon system of Mass Effect or the more nuanced system of a game such as Baldur’s Gate III, which emphasizes consequences rather than judgement, systems like these can elevate your standard RPG. A morality mechanic allows players to craft and tinker with their character beyond the creation screen and--when it's done well--allows for true, dynamic role-playing. But while the aforementioned games allow players to create characters with an “evil” alignment, no RPG has allowed players to be quite as evil as Fable 2.
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GameSpot