  Fable: The Journey review: Beautiful to look at, frustrating
to play  Lionhead's adventure plods and frustrates in equal
measure  Fable: The Journey's biggest trick doesn't lie in
motion-controlled horse riding, or ambidextrous spell-flinging
combat against Hobbes and Hollowmen, or first-person dodging of
two-storey Ice Trolls, or even in the blessed ability to play
Kinect while sitting down. It's in making the land of Albion
seem absolutely massive.   It's good to get back to basics.
Across three games, yours was an accelerating power drawn from
muskets, melee weapons and crowd-clearing forces of ice and fire
straight from your fingertips. By the end of 2010's Fable III,
the land of Albion had lost its menace and mystery. Molyneux's
intention was always a world to get lost in rather than knock
the stuffing out of, and The Journey honours that original
premise.  You play Gabriel, a teenage nomad regarded as a
slacker by the rest of his caravan, with whom he ekes out a
simple living off the land. No ancient