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<?xml-stylesheet type="text/xsl" href="http://www.gameinformer.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Fable: The Journey</title><link>http://www.gameinformer.com/games/fable_the_journey/default.aspx</link><description /><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>Blog Post: For Those Who Only Bought The Book </title><link>http://www.gameinformer.com/games/fable_the_journey/b/user_reviews/archive/2012/10/09/for-those-who-only-bought-the-book.aspx</link><pubDate>Wed, 10 Oct 2012 02:18:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2282441</guid><dc:creator>A Girl Not Named Charlie</dc:creator><description>&lt;p&gt;There was only one reason I bought this clunky, stale, dysfunctional game with a horse that can&amp;#39;t decide if she wants to commit suicide or stay on the stupid road; I bought&lt;i&gt;&amp;nbsp;Fable: At The Edge of The World&lt;/i&gt;.&amp;nbsp;&lt;/p&gt;</description></item><item><title>Wiki: Fable: The Journey Guides</title><link>http://www.gameinformer.com/games/fable_the_journey/w/guides/default.aspx</link><pubDate>Tue, 09 Oct 2012 20:43:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1376</guid><dc:creator>Anonymous</dc:creator><description>Guides for Fable: The Journey</description></item><item><title>Blog Post: Motion Mishaps And The Horse They Road In On</title><link>http://www.gameinformer.com/games/fable_the_journey/b/xbox360/archive/2012/10/09/motion-mishaps-and-the-horse-they-road-in-on.aspx</link><pubDate>Tue, 09 Oct 2012 16:45:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2280888</guid><dc:creator>Andrew Reiner</dc:creator><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/fable/thejourney/review/fablehero1.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;Fable: The Journey is the story of a man named Gabriel, his horse Seren, and their unforgiving struggles against the villain Kinect. This is a coming-of-age story for Gabriel, who is introduced as a horse-loving slacker that, after several long and arduous hours of thrusting his arms forward, transforms into an all-powerful mage. He shoots lightning from his fingertips and magically tosses foes to the ground with a subtle wave of a hand &amp;ndash; but mostly drives the player controlling him batty with his erratic targeting.&lt;/p&gt;  &lt;p&gt;I grew so frustrated with the periodic loss of targeting precision that I was tempted to strangle Seren almost every time I had a chance to bond with her by cleaning her coat or feeding her an apple. That friendship between Gabriel and his faithful steed is the one aspect of the Fable series that is alive and well in The Journey. You don&amp;rsquo;t get to pick a love interest, rule over a kingdom, kick chickens, or affect the story with your choices, but you do get to care for a horse. Much like Fable II&amp;rsquo;s beloved dog, this relationship is enduring and full of heart. Gabriel is Seren&amp;rsquo;s champion. He encourages her to outrun great evil, and knows how to calm her if she becomes distressed. The player must use slow arm movements and soft spoken words to make her stop bucking.&lt;/p&gt;  &lt;p&gt;Gabriel, on the other hand, is a hero built from that same unlikable mold as &lt;i&gt;Attack of the Clones&amp;#39; &lt;/i&gt;Anakin Skywalker. He&amp;#39;s whiny, tells horrible jokes, and even has a padawan-like braid to remind you that he&amp;rsquo;s Anakin-lame. His quest is enjoyable at times, but its framework mostly consists of entering dungeons to get new magical powers. A predictable and repetitive path is followed from start to finish.&lt;/p&gt;  &lt;p&gt;The time Gabriel spends with Theresa (the blind seer featured in all three previous Fable games) often proves interesting, as her past is illuminated and new wrinkles in Albion&amp;rsquo;s history are uncovered. Gabriel also befriends a handful of nicely written characters, such as a money-hungry bridge operator, and an army of wisecracking ghosts. When this game is trying to be Fable, it succeeds.&lt;/p&gt;  &lt;p&gt;When it tries to be a Kinect game, it fails. For every bonding moment that Gabriel spends with Seren, expect to see her veer off of a road into lava, smash her face against a rock, get shot up with arrows, and act with suicidal tendencies. Gabriel is just as unpredictable. He can hit a distant explosive barrel with an electrical blast once, but he may miss it by a good 100 feet the second time. Without any form of visual feedback as to whether or not arm gestures are performed correctly, the action in this game can be extremely frustrating.&lt;/p&gt;  &lt;p&gt;Fable: The Journey is one of the few Kinect games that encourages a sitting position. Lower body movements are never used. Most of the action requires arm thrusts, cranking motions, or simple arm-waving. All of these motions malfunctioned at one point or another.&lt;/p&gt;  &lt;p&gt;I tested this game on four Kinect set-ups in four well-lit rooms with six different people participating. The results were all the same: The game works great at times, is hit or miss most often, and sometimes just has problems reading any motion. I even did my best RoboCop impersonation, using near-perfect mechanical movements each time, and the game still read a few wrong. Cross-body motions deliver the highest margin of error, but even the simple act of pulling a horse&amp;rsquo;s reins can lead to an unexplainable change in direction.&lt;/p&gt;  &lt;p&gt;Inconsistent controls are not the only problem here. Hardly any of the action sequences deliver sparks of excitement. Roughly half of the game is dedicated to lengthy horse and carriage sequences along winding roads. While I enjoyed soaking in Albion&amp;rsquo;s gorgeous sights, action is scarce in these moments. I was mostly tasked to collect experience point orbs littered along the paths. To do this, I simply had to turn Seren to the left or right. That&amp;rsquo;s it, folks. Trot, avoid rocks, and grab as many experience orbs as you can. Let me reiterate: These sequences make up roughly half of the game.&lt;/p&gt;  &lt;p&gt;[View:979577495001]&lt;/p&gt;  &lt;p&gt;Most of these jaunts are used to reach different on-rails action sequences. In these brief stages, Gabriel moves along predetermined paths, and is asked to remove all enemies in an area before he can move on. Most of these foes are easily exploitable. Gabriel&amp;rsquo;s push action &amp;ndash; which is always active on the left hand &amp;ndash; can stun almost every foe. If they get too close, just use push to daze them, and then unload magical blasts. This is how most of my battles unfolded. If long-range shots failed, I couldn&amp;#39;t lose in the close-range game.&lt;/p&gt;  &lt;p&gt;I never once fell during combat. I cheesed my way through most conflicts, and only came close to dying twice. The health regeneration system saved me from certain death in one of these moments. The experience I earned along the way only made the game easier, as I invested skill points into health and spell power.&lt;/p&gt;  &lt;p&gt;At best, Fable: The Journey shows us that a first-person Fable game would be pretty damn cool&amp;hellip;with a controller. This perspective works well for this world, its foes, and the cartoony art style. Even if you&amp;rsquo;re convinced you can live with unexpected Kinect malfunctions, the game itself doesn&amp;rsquo;t offer many thrills in any of its action sequences. It&amp;rsquo;s a cakewalk of a game that spends far too much time admiring its scenic sights from horseback. Now, if you&amp;rsquo;re looking for a horse and carriage simulator that periodically makes you feel like you&amp;rsquo;re drunk, run out and get it immediately.&lt;/p&gt;</description></item><item><title>File: fable16.jpg</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/2280925.aspx</link><pubDate>Tue, 09 Oct 2012 15:47:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2280925</guid><dc:creator>Andrew Reiner</dc:creator><description>Fable: The Journey Review Screens</description></item><item><title>File: fable15.jpg</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/2280924.aspx</link><pubDate>Tue, 09 Oct 2012 15:47:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2280924</guid><dc:creator>Andrew Reiner</dc:creator><description>Fable: The Journey Review Screens</description></item><item><title>File: fable14.jpg</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/2280923.aspx</link><pubDate>Tue, 09 Oct 2012 15:47:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2280923</guid><dc:creator>Andrew Reiner</dc:creator><description>Fable: The Journey Review Screens</description></item><item><title>File: fable13.jpg</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/2280922.aspx</link><pubDate>Tue, 09 Oct 2012 15:47:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2280922</guid><dc:creator>Andrew Reiner</dc:creator><description>Fable: The Journey Review Screens</description></item><item><title>File: fable12.jpg</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/2280921.aspx</link><pubDate>Tue, 09 Oct 2012 15:47:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2280921</guid><dc:creator>Andrew Reiner</dc:creator><description>Fable: The Journey Review Screens</description></item><item><title>File: fable11.jpg</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/2280920.aspx</link><pubDate>Tue, 09 Oct 2012 15:47:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2280920</guid><dc:creator>Andrew Reiner</dc:creator><description>Fable: The Journey Review Screens</description></item><item><title>Blog Post: We Try Out Kinect's Fable: The Journey</title><link>http://www.gameinformer.com/games/fable_the_journey/b/xbox360/archive/2012/03/05/fable-heroes-spring-showcase.aspx</link><pubDate>Mon, 05 Mar 2012 14:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1744229</guid><dc:creator>Dan Ryckert</dc:creator><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/events/microsoftspringshowcase12/thejourney610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;Peter Molyneux always possesses an unshakable enthusiasm about his projects, a trait that&amp;#39;s obvious whenever he speaks on the Fable series. With Fable: The Journey, his aspirations have everything to do with tapping into the potential of Kinect. During a meeting at last week&amp;#39;s Microsoft Spring Showcase, he explained to me that he&amp;#39;s growing tired of the restrictions of a controller. &amp;quot;All the inventiveness, all the creativity, all the sense of discovery is lost with a controller,&amp;quot; he said. &amp;quot;That&amp;#39;s why I love Kinect.&amp;quot;[Excerpt]&lt;/p&gt;  &lt;p&gt;Fable: The Journey is controlled exclusively with Kinect, although Molyneux was quick to mention that it isn&amp;#39;t linear and that players can get off the horse and explore at any time. He said this while presenting a view of the game&amp;#39;s world map, although no actual exploratory gameplay was shown during the 20-minute presentation.&lt;/p&gt;  &lt;p&gt;He showed off a few demo sections during my brief time. First, he had me sit in a chair and guide the protagonist Gabriel and his horse down a path. At several points, the path forked but eventually re-joined together. Sometimes, only one path would feature glowing green XP orbs, so I attempted to guide my horse over them. Steering the horse was fairly responsive, and he usually stopped quickly when I pulled up on the reins.&lt;/p&gt;  &lt;p&gt;At one point on the trail, a cutscene showed two Hobbes firing upon me with arrows from a nearby rock. One arrow lodged itself in my horse, who immediately began showing signs of pain. I scrambled to get out of harm&amp;#39;s way, but mounted enemies began charging me on the road. While attempting to avoid them, my horse scraped against a nearby rock.&lt;/p&gt;  &lt;p&gt;Eventually, I came to what appeared to be a safe area. The demo switched to a view that allowed me to pet the horse and remove the arrow. Molyneux instructed me to remove the arrow, so I hovered my hand over the area and pulled back. For some reason, Kinect reacted as if I had pressed in, and Gabriel hurt the horse by pushing the arrow further into its skin. I tried again, and the arrow came out smoothly. A scar was visible on my horse from scraping against the rock, but Molyneux told me that it wasn&amp;#39;t deep enough to be permanent.&lt;/p&gt;  &lt;p&gt;Molyneux stressed the importance of an emotional bond between the player and the horse. He wants the player to care enough to keep it healthy, and repeated several times that the horse loves you unconditionally. It sounds similar to his excitement over the dog in Fable II, but the horse appears to be more of a core element of The Journey&amp;#39;s gameplay.&lt;/p&gt;  &lt;p&gt;After I cared for the horse for a couple of minutes, Molyneux switched the demo over to an on-foot combat section. Several flying enemies were heading towards Gabriel, and I was instructed to experiment with the magic controls. I started motioning with my right hand as if I were throwing a baseball, causing powerful fireballs to destroy the creatures. Molyneux told me to try a more relaxed approach, so I casually started flicking my wrist towards the screen. This caused smaller balls of fire to be thrown, although at a much more rapid pace. I soon learned that magic can be re-directed in mid-flight with additional gestures.&lt;/p&gt;  &lt;p&gt;I experimented with fireballs for a bit, and then switched to my left hand. This hand caused a tentacle-like creature to grab my enemies and fling them in whichever direction I chose. Combo opportunities were now available, as I could toss Hobbes into the air and then toss magic at them.&lt;/p&gt;  &lt;p&gt;Once I took down all the enemies, Molyneux instructed me that there was one element of myself as &amp;quot;the controller&amp;quot; that I didn&amp;#39;t utilize - my voice. For the fire magic, he explained that any angry voice will cause it to increase in power, yelling &amp;quot;Why won&amp;#39;t you die?!&amp;quot; as an example. As for the tentacle, it will behave more predictably if you use a calm voice. He referenced Star Wars for this example, calmly saying &amp;quot;If you strike me down, I will return more powerful than you can ever imagine.&amp;quot;&lt;/p&gt;  &lt;p&gt;Molyneux&amp;#39;s excitement over the potential of Kinect is evident, but how well the device works for Fable: The Journey remains to be fully seen. Most of my actions were represented correctly onscreen, but I felt that it might have been a little too hard to fail. Even when I flicked my wrist in a direction significantly away from enemies, my magic seemed to seek them out and hit the target anyway. The presentation was also specifically structured, so I wasn&amp;#39;t able to experiment with exploration or any other features of the game. Molyneux promises that the game will feature many standbys of the RPG genre, including levelling up, collecting items, and customizing your character.&lt;/p&gt;  &lt;p&gt;When I left the presentation, I didn&amp;#39;t have a very clear idea of what to expect from the finished product. It&amp;#39;s obviously going to be a very different experience than the core Fable series, but it all comes down to how well Kinect will work as the sole input device for an ambitious RPG. No release date has been set for Fable: The Journey, outside of a mention of it coming &amp;quot;several months&amp;quot; after XBLA&amp;#39;s Fable Heroes.&lt;/p&gt;</description></item><item><title>File: Fable: The Journey screens</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/1744226.aspx</link><pubDate>Sat, 03 Mar 2012 20:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1744226</guid><dc:creator>Dan Ryckert</dc:creator><description>New shots of the controller-free Fable</description></item><item><title>File: Fable: The Journey screens</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/1744225.aspx</link><pubDate>Sat, 03 Mar 2012 20:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1744225</guid><dc:creator>Dan Ryckert</dc:creator><description>New shots of the controller-free Fable</description></item><item><title>File: Fable: The Journey screens</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/1744224.aspx</link><pubDate>Sat, 03 Mar 2012 20:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1744224</guid><dc:creator>Dan Ryckert</dc:creator><description>New shots of the controller-free Fable</description></item><item><title>File: Fable: The Journey screens</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/1744223.aspx</link><pubDate>Sat, 03 Mar 2012 20:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1744223</guid><dc:creator>Dan Ryckert</dc:creator><description>New shots of the controller-free Fable</description></item><item><title>File: Fable: The Journey screens</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/1744222.aspx</link><pubDate>Sat, 03 Mar 2012 20:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1744222</guid><dc:creator>Dan Ryckert</dc:creator><description>New shots of the controller-free Fable</description></item><item><title>Blog Post: On The Road With Fable: The Journey</title><link>http://www.gameinformer.com/games/fable_the_journey/b/xbox360/archive/2011/06/07/on-the-road-with-fable-the-journey.aspx</link><pubDate>Tue, 07 Jun 2011 21:21:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:978674</guid><dc:creator>Jeff Marchiafava</dc:creator><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/fable/thejourney/fablejourneyhorse610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;The announcement of a new Kinect-based Fable game raised a lot of questions. Is the game on rails? How will combat work? Is it as big as a full-fledged Fable game? After sitting in on a demo with Microsoft&amp;#39;s Peter Molyneaux, we now have a better idea of how the game works.[Excerpt]&lt;/p&gt;  &lt;p&gt;Before the demonstrator could even pick up the virtual reigns to his horse, Peter Molyneaux was eager to clarify a few things about Fable: The Journey. First and foremost: the Kinect-only game is not on rails, as many assumed based on the E3 demo. Although most of the game does take place from the driver&amp;#39;s seat of a carriage, you have full control over where your horse leads you. Players begin trotting by moving the reigns up and down, then steer left and right by moving their respective arms forward and backward. Although gameplay is more focused than Fable 3, it still sounds like there&amp;#39;s plenty of content: Molyneaux says that the games titular journey will cover over 300 miles of land as players make their way to the kingdom of Albion. Luckily you won&amp;#39;t have to worry about your legs getting tired on your adventure -- the entire game is played from the seated position.&lt;/p&gt;  &lt;p&gt;Molyneaux stressed that your horse isn&amp;#39;t just a tool in the game, but more of a character that players will bond with (or not, if you choose to mistreat it). The horse will respond to verbal commands, but they&amp;#39;re not set; you can train the horse to run by saying &amp;quot;Let&amp;#39;s go, girl,&amp;quot; or &amp;quot;Move, you dirty old nag,&amp;quot; or any other command you choose to say. Along the road you&amp;#39;ll also pick up travelers who you will interact with, but an example wasn&amp;#39;t shown during the demo.&lt;/p&gt;  &lt;p style="text-align:center;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/fable/thejourney/trailer6.6610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;br /&gt;&lt;b&gt;Magic plays an important role in the game, and looks pretty good too&lt;/b&gt;&lt;/p&gt;  &lt;p&gt;Another major aspect of the game is magic, which is your only form of attack in the game. During one section of the demo, the character dismounted his carriage and walked into the woods, spotting a goblin (while the on-foot section was on rails for the demo, Molyneaux says players will have some level of movement control in the final game). The demonstrator held up his hands, which activated the magic system and caused glowing lights to appear. These lights swirled around as he moved his hands, then short forward in an energy ball when he moved his arms forward, similar to the functionality seen in Sony&amp;#39;s Sorcery demo shown for the Move at last year&amp;#39;s E3. However, the magic system in The Journey is much more involved. Players can interact with the glowing energy in a variety of ways. For example, if you squeeze your hands together, the energy will condense, resulting in a greater explosion when you push it towards players. You can use either hand for attack, or use them together for greater damage.&lt;/p&gt;  &lt;p&gt;The most interesting aspect of the magic system was the crafting mechanic. Rolling your hands around each other activates crafting, allowing you to perform a variety of gestures that will result usable objects. As another goblin lumbered toward the screen, the player rolled his hands together, then made a stretching motion. The energy solidified into a long spear, which the player could then move around and throw at the enemy. Molyneaux says there will be a ton of objects, and mentioned a fishing pole and telescope during the demo.&lt;/p&gt;  &lt;p&gt;Morality is another staple of the Fable series, and Molyneaux says it will be incorporated into The Journey as well. His example (which wasn&amp;#39;t shown at the demo) was coming across a puppy during the trip. Players could use a life leech spell to absorb a little energy from the dog, causing it to fall asleep, or continue harvesting the helpless canine until it dies. Whether there will be enough of these moments in the game to rival the choice presented in other Fable games remains to be seen, but it&amp;#39;s a start.&lt;/p&gt;  &lt;p&gt;Compared to simpler Kinect games, The Journey looks great, retaining the vibrant and exaggerated art style the series is known for. The particle effects used in the magic spells are also easy on the eyes, but graphics aside, I still have major reservations on how controlling a Fable game solely with Kinect will work. Molyneaux seems prepared for this type of skepticism, but insists that The Journey is a core game, and contains everything players love about Fable, with the added bonus of gameplay that a standard controller can&amp;#39;t provide. That seems like a tall order, but with a 2012 release date, Lionhead still has plenty of road left to travel in the Journey&amp;#39;s development.&lt;/p&gt;</description></item><item><title>Blog Post: A Look At Fable: The Journey</title><link>http://www.gameinformer.com/games/fable_the_journey/b/xbox360/archive/2011/06/06/a-look-at-fable-the-journey.aspx</link><pubDate>Mon, 06 Jun 2011 22:55:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:974932</guid><dc:creator>Matthew Kato</dc:creator><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/fable/thejourney/trailer6.6610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;Here&amp;#39;s a first look at Fable: The Journey for Xbox 360 and Kinect.[Excerpt]&lt;/p&gt;  &lt;p&gt;Enjoy the video and screens below, and for more info, &lt;a href="http://www.gameinformer.com/b/news/archive/2011/06/06/microsoft-announces-fable-the-journey-for-kinect.aspx"&gt;check out our coverage of this morning announcement&lt;/a&gt;.&lt;/p&gt;  &lt;p&gt;[view:979577495001]&lt;/p&gt;  &lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/fable/thejourney/Vista_01-w1000.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/fable/thejourney/FlameImpact_b-w1000.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;  &lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/fable/thejourney/BossHobbe_01b%20(2)-w1000.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;</description></item><item><title>Group: Fable: The Journey</title><link>http://www.gameinformer.com/games/fable_the_journey/default.aspx</link><pubDate>Mon, 06 Jun 2011 17:31:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:1353</guid><dc:creator>Anonymous</dc:creator><description /></item><item><title>Forum: Fable: The Journey Discussions</title><link>http://www.gameinformer.com/games/fable_the_journey/f/13746.aspx</link><pubDate>Mon, 06 Jun 2011 17:31:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:13746</guid><dc:creator>Anonymous</dc:creator><description /></item><item><title>Files: Fable: The Journey Media</title><link>http://www.gameinformer.com/games/fable_the_journey/m/fable_the_journey_media/default.aspx</link><pubDate>Mon, 06 Jun 2011 17:31:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:13747</guid><dc:creator>Anonymous</dc:creator><description /></item></channel></rss>