Project Milo was an experiment - Fable: The Journey is the game

What were once water balloons is now magic

Lionhead's creative director Gary Carr wants to stop talking about Fable: The Journey in terms of Kinect, and talk about it as a game.


During the Brighton Develop conference, where Carr showcased a hands-on demo of the upcoming title in the Fable series. He also discussed how the project started, claiming that it's more than just a Kinect novelty.

Lionhead's Project Milo was the first title to help bring Kinect into the world in 2009, showcasing the way hand gestures and voice commands can control AI. Carr explains that what most people don't know is that this was merely an experiment, and was "in development before we'd even heard of Kinect."

Project Milo was actually a "controller game" and while "it wasn't necessarily a game, it was an experiment. It kind of got a life of its own for a while."

Carr realised though, that the studio needed to make money, and the only way to do that was to stop work on Project Milo and get started on something else; which turned out to be Fable: The Journey.

The work done on Project Milo wasn't completed in vain though. Carr revealed that mechanics created for Project Milo were adapted for Fable: The Journey.

"We had these kind of wet balloon games...where you fill balloons full of water and throw them into the world...And we just basically migrated that technology and made it look like magic."

The initial reaction when Fable: The Journey was first shown at E3 2011 "was pretty negative", and Carr admitted that it "knocked us back a little bit."

Carr went on to explain that although it might not seem like it, The Journey "is the biggest game we've ever made, by far...We've built [a world] three-times the size of the last Fable game."

After two and a half years of development, and countless hours spent tuning and collaborating the controls for people's different gesture types, Fable: The Journey is finally ready to be released.

Carr's final statement was simply that, "what we want to do is stop talking about Kinect...We're making a game. You don't talk about your control pad when you release Halo, you talk about the game you're making."