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Peter Molyneux

GODUS photo

Molyneux's GODUS allows players to overthrow their god

And take a cut of his paycheck
May 30
// Brett Makedonski
Peter Molyneux's at it again, but this time, his lofty game idea hinges on the behavior of Bryan Henderson, an 18-year-old university freshman from Scotland. Henderson won Molyneux's Curiosity contest by clicking the gam...

Nazi Robots, Scary Chainsaw Guys & Sonic The Hedgehog

The Destructoid Show lands a gnarly kickflip
May 28
// Max Scoville
Look out, here comes today's Destructoid Show!  Today, we talk about Wolfenstein: The New Order and The Evil Within, both of which were previewed by the valiant and swarthy Hamza Aziz. Sonic: Lost World looks surprisingl...
Curiosity photo

Molyneux's Curiosity completed! Cube contents reveal!

-cue Zelda Opening Chest music-
May 26
// Jason Cabral
Finally, after seven months, fans have finally reached the center of Peter Molyneux's Curiosity. The lucky tap was done by Bryan Henderson of Edinburgh, and was revealed by Molyneux earlier today on Twitter. Bryan, being an ...

Molyneux: Xbox 360 won this gen, now must beat Apple

22 Cans founder says wacky things
May 21
// Jim Sterling
We all know Peter Molyneux lives in a gumdrop world of magic and make-believe, but perhaps none of us realized he was so far gone as to live in a world where Nintendo and Sony apparently don't exist. According to the 22 Cans ...
Next Xbox photo
Next Xbox

Molyneux: Next Xbox needs to focus on games first

Fable creator wants Microsoft to tone down the "all-in-one media hub" shtick
May 02
// Tony Ponce
Former Microsoft Games Studio director and current mobile developer, Peter Molyneux, is anxious to learn more about Microsoft's next Xbox, set to be unveiled on May 21. However, he fears that Microsoft might be playing up the...
Curiosity photo

Curiosity's secret will soon be revealed

What's in the cube?
May 01
// Jordan Devore
Curiosity recently found itself back in the news due to some in-app purchases that let users add or remove large groups of blocks from the experimental game. It's back once more, and thankfully, the end is nearly upon us; we'...
Curiosity photo

Curiosity goes a bit mad with new in-app purchases

A 'war of attrition' will ensue, hopes Molyneux
Apr 19
// Jordan Devore
I had long since deleted Curiosity from my iPhone after spending admittedly far too much time (see: more than five minutes) tinkering with the cooperative game about chipping away layers of a massive cube. But now, here I am,...
You suck! photo
You suck!

Ultima creator thinks other designers 'really just suck'

Can't tell if hubris or fair criticism
Mar 20
// Steven Hansen
Richard Garriott, known for creating the venerable Ultima series and sometimes known as Lord British, had some harsh truth bombs to rain down on his contemporaries. Speaking with PC Gamer, Garriott said, "I’ve met virtu...

War for the Overworld brings back Dungeon Keeper gameplay

Kickstarter project is fully funded and then some
Jan 04
// Alasdair Duncan
If you're looking at the current batch of Kickstarter projects as a way for people to bring back genres and titles that have fallen from favour over recent years, then War for the Overworld might interest you. If you've been...

GODUS Kickstarter meets all but final stretch goal

Linux version happening, but no OUYA support
Dec 22
// Jordan Devore
I was happy to see GODUS do well on Kickstarter if for no other reason than it will be interesting to watch unfold, and really, it seems like Peter Molyneux needed this for his own well-being. Since we last checked in, the ca...

GODUS passes funding threshold, introduces stretch goals

Cheer up, Peter
Dec 20
// Jordan Devore
With less than two days to go, 22cans' GODUS has reached its funding goal of £450,000. The studio has since cooked up some stretch goals and, despite how close the timing ended up being, at least the first couple should...

Molyneux: Wii U is 'good' but not 'great'

Peter still confuzzled by two screens
Nov 30
// Jim Sterling
22 Cans founder Peter Molyneux is casting his cynical eye toward the Wii U a second time, this time saying that the system is merely good, but not great, and failing to cope with two screens. He maintains it's a confusing sys...

Peter Molyneux talks GODUS and the impact of his promises

Designer won't stop believing
Nov 22
// Jordan Devore
Following the Kickstarter launch of GODUS, a self-described "innovative reinvention of Populous" from developer 22 Cans, Peter Molyneux has spoken with Rock, Paper, Shotgun about how the new game is a step forward for the gen...

Molyneux struggles to see Nintendo do anything amazing

King of Promise Land not impressed by Nintendo's promises
Nov 09
// Jim Sterling
His Royal Highness, the Lord King of Promise Land, has issued a majestic decree that Nintendo is not doing anything impressive to his noble eyes. Claiming the Wii U does nothing to make him rush out and buy it, the creator of...

The DTOID Show: Wii U, Halo 4, Uncharted & Curiosity

What's in the cube?!
Nov 07
// Max Scoville
Tara's back on today's Destructoid Show! Aaaaaand considering the fact that yesterday was the Presidential election as well as the release of Halo 4, news is a bit on the slow side.  Speaking of Halo 4, that whole XBL se...

22 Cans' Curiosity - What's Inside the Cube? out now

Molyneux brings us MS Paint 2: The Dickening
Nov 06
// Jim Sterling
Peter Molyneux's latest flight of fancy -- Curiosity - What's Inside the Cube? -- is now available to download for free on iOS, with an Android version promised soon.  In case you're not caught up with the mad idea, it's...

Molyneux is nearly ready to unleash Curiosity

Curiouser and curiouser...
Oct 31
// Chris Carter
Remember that Peter Molyneux game that was supposed to "change the world?" You know, Fable? Then Fable 2? Then Fable 3?I kid, I kid. But seriously, Peter "not on rails" Molyneux is now once again promising great things, as hi...

The DTOID Show: Wii U, Last Guardian & Zombie Nuketown

Aug 27
// Max Scoville
Here's today's Destructoid show! Because we do that every monday! Big news: Someone posted an image on the Call Of Duty: Black Ops II Facebook, and it's about zombies. Some accessory company might've leaked the Wii U release ...

Molyneux's latest, Curiosity, has been delayed

Aug 23
// Chris Carter
What's inside the cube? We'll know soon, but not just yet, as Peter Molyneux and his new studio 22 Cans have just delayed their latest project, Curiosity, until September. As a consolation prize for the delay of this ama...

E3: Fable: The Journey is not on-rails, kind of

Jun 10 // Brett Zeidler
[embed]229167:44008[/embed] I'm dropped into a later point in the game, five years after Fable III. The Corruption that had plagued Albion before is back, and it has taken up shop in The Spire. Taking the role of Gabriel (an "accidental hero"), I find myself in his horse carriage, escaping from an unknown entity. I set off by reaching my arms out and snapping the reins on my two horses. As we travel, every once in a while we are faced with a choice to either go left or right. Obstacles get in the way, and the only way to avoid them is by directing the horses left by pulling in my left arm and stretching out my right, and vice versa for turning right. After traveling alongside a few different wooded areas and around a huge mountain bend (which you can fall off and die), I pick up quite a few experience orbs and sprint-extending objects. Eventually, Gabriel comes to a stop after he spots something in the woods and out comes a defenseless, frightened Theresa. This is something we've never seen from her character before and it's something we'll be seeing quite a bit in the end product. Theresa gets in the carriage and we head off in a hurry as the Corruption comes out of nowhere, surrounding us in no time at all. I whip my horse into motion and we're well on our way to get the hell out of there. The Corruption attempts to swallow us and block our path, but it's nothing I can't handle after mastering the reins from earlier. After a mix of strategically snapping the reins like crazy and grabbing a plethora of sprint extenders, we escape the Corruption at the end of the first part of the demo. Like Fable II and III, Lionhead wants the player to create an emotional bond with an animal companion in the game. Before, it was with the dogs. Now, you have two horses. To help create this bond, Lionhead made it so that if you're too harsh on your horses and force them to sprint too hard and fast, you will eventually see scars appear on them. I remember how I managed to escape the Corruption earlier and, while it was essential for survival, a sense of regret overcomes me. Our carriage rolls up in front of a giant ancient door that has two orange and blue orbs each. Gabriel gets out and stands in front of the door. This is where we learn to use our two spells. In the left hand, a blue spell will appear once raised (or right, if you're right-handed). I clear the two blue orbs by pushing my hand forward at the door. Well, after I miss by a mile a few times and embarrass myself, of course. After a few shots, I've got the hang of things, though. Now for those orange orbs. I have to first pull out the blue spell and turn it into a fire spell. There's two ways this can be done: first, you can wave your hand from right to left quickly or you can utilize the voice capabilities of the Kinect. Yelling "Fire!", "Fire spell!", "Flame on!" or any variant of a fire-related term you can think of will turn it into that orange glowing ball of flame. I make quick work of the last orbs and Theresa lets me know she'll wait outside, leaving me to brave the unexplored cave. Gabriel starts into the cave and almost immediately he's attacked by Hollow Men. They're a bit too close for comfort, so I raise my right hand to bring up the push spell and give myself a bit of breathing room. I can also use the right-handed spell like a whip to latch onto the Hollow Men and rip apart their limbs piece by piece. Or one can just shoot repeatedly at the enemies, as you do. After a couple waves of Hollow Men, Gabriel makes his way up a short flight of stairs and reaches his hands into an altar that contains a shallow pool of water. This is how the player will receive new spells throughout the game. The spell I'm given is activated by reaching behind my head, as if I'm holding a javelin. This makes a spear appear. Yeah, I'm ready to rid this cave of Hollow Men. While spearing a wave of Hollow Men on a cliff above me, my terrible aim gets on my nerves. I found out that you can apply an "after touch" to your spell that you cast. If timed correctly, this can turn your horrible aiming into stylish kills. I finally make my way to the end of the cave, where a giant rock troll is residing. He sends handfuls of hollow men and throws rocks at me, which I can either block, push back, or dodge by leaning left or right to find cover. I eventually spot a giant sword conveniently placed above the troll's head. One spear was all it took to make the sword stab the troll like a hot knife cutting into an ice cream cake. To put him out of his misery, I latched onto the sword with my right-handed spell and pulled it further into his back and watched the life fade from his neon-blue eyes. Being a Fable game, The Journey involves exploring. Even though you cannot explicitly pick every step you take, you can pick paths, slow down, speed up, figure out new ways to handle each combat encounter, and explore the many ways to interact with your own spells. Even though the game is only 10-15 hours long, Lionhead is creating the biggest Fable they've ever made. The Kinect controls were hard to get used to at first, but once I was comfortable with them I felt overtly powerful I could handle anything with the palette I was given.

Lionhead Studios is no stranger to making spin-offs for Fable. The first was an Xbox Live Arcade tie-in with Fable II called Pub Games, which was a collection of mini-games that appeared in the game and would allow you to car...


Peter Molyneux and the curious case of the £50,000 DLC

Jun 07
// Fraser Brown
Peter Molyneux can't simply make a game; it has to be an experiment. With Fable, it appears that he wanted to see how interaction would work when you were restricted to farting or doing a chicken dance. Maybe there was more t...

Hey guys! Here we are again! Today's show, we talk about how Kickstarter is the hottest thing on the web right now, and how Tim Schafer's Double Fine Adventure raised 3.3 million dollars, and how inXile's Wasteland 2 is in th...


Molyneux: Milo was too emotional for the games industry

Mar 14
// Jim Sterling
Remember Milo, the digital child-creature that Peter Molyneux demoed at E3 so long ago? It promised interaction on a level that would make Skynet jealous, but it disappeared after all the hype. Why was it thrown on the scrap ...

The DTOID Show: GDC 2012 Wrap-up!

Mar 11
// Tara Long
Did you catch today's live Destructoid Show? We're all thoroughly exhausted from GDC, but Hamza Aziz, Jordan Devore, and Conrad Zimmerman were good sports and stopped by the studio for some good old-fashioned video game disc...

Peter Molyneux leaving Lionhead, forming 22 Cans

Mar 07
// Jim Sterling
Enthusiastic game developer and perpetual backpeddler Peter Molyneux has announced that he is leaving the developer he co-founded, Lionhead Studios. This departure also marks his exit from Microsoft Studios.  "It is with...

Preview: Discovering the emotion of Fable: The Journey

Mar 05 // Wesley Ruscher
Fable: The Journey (Kinect for Xbox 360)Developer: Lionhead StudiosPublisher: Microsoft StudiosRelease: 2012With the crack of the reins, my journey through the Albion countryside began. Holding my arms out was not required, and instead a simple left-or-right gesture from my hands (that rested comfortably in my lap) steered my gentle steed down the dusty dirt roads towards the unknown. For the most part, Seren obeyed my guidance, but at times, I had a hard time grasping where my hands needed to be to properly control his gallop when evil threats arose. It was during one wild chase that my companion began to act differently in our escape. As I pulled back on the reins, tugging at his bit, we came to stop on a side path that offered some shelter. His canter was one that writhed in agony the harder I pushed him out of harm's way. I could tell he had been injured. As I stepped down from my carriage, I moved towards my brave friend to offer him what aid I could. Three arrows had found their way into his hide. I reached for the first one and pulled it out with short tug, the second sliding out just as effortlessly. Pulling back firmly on the final arrow, Seren jumped in pain. I had been too violent, causing him more anguish, and needed to slowly retrieve the splintered wood with a peaceful pluck.Seren was better, but not at full strength. So with what little magical knowledge I possessed, I placed my hand onto his wounds. A calming, circular caress eased his pain as a warm glow radiated from my palm. The cuts from the arrows began to heal and I could tell that my friend was feeling better. If only I had an apple to give him as a reward, something to show my affection. We were secure for the moment, so I brought out my map to see what possible mystery laid concealed on our course. There’s still an abundance of the unknown in Albion, as the world holds just as many secrets like the fables of past heroes I read about when I was but a child. With this knowledge in hand, I left my resting stallion to explore on my own. Proceeding on foot, I stood in front of a large stone entrance. Locked in my stance, swarm after swarm of insects shot at me like little warnings, begging me not to press on. I reared back my right hand, conjuring a fiery blast. With a ferocious toss forward, the bugs popped in my inferno, but as more darted at me, I realized, a simple flick of my fingers was all that was needed. There was power in my subtlety; something I had not expected.With the door's guardians subdued, all that was left was a simple magical riddle to solve. Five seals rested like locks for me to pick on this granite gateway. Precise flicks released the keys to unfasten the mystery ahead, teaching me that I could be just as selective with my supernatural gifts as destructive. What was beyond the doorway, though, I would have to save for another day. As I made way back to my carriage, the most deadly of threats presented itself. Wild balverines jumped down from the hills, their howls shrieking across my spine. I stood firmly in place, ready for combat. In my right hand burned the deadly flames, but now, in my left, I conjured a whip-like tentacle attack. Bouncing back and forth, the balverines avoided most of my blasts as they anticipated my moves. I threw my left hand forward, trapping one of the weaker warriors in a tentacle, my right followed incinerating the threat. Another jumped towards me, and like a whip I cracked my tentacle, sending the balverine in the air for an easy follow-up. Their leader, with his white fur gleaming, was even more cunning than the rest of the pack. Fire blast, then tentacle, tentacle, then fire blast; he was too quick. I was at a loss, questioning if these would be my final breaths, and that’s when my opening came. As my snowy attacker regrouped himself on a large stone column, I threw my tentacle out towards its base. He quickly jumped to the adjacent column, but it was too late. As I pulled back the column crumbled, crashing into the other, trapping my foe underneath its rubble. I was safe for now. Adventure, exploration, discovery; these are all things I still question. I was just coming to grips with the powers I possessed, but I had not even bothered to see how the soothing or passionate levels of my voice could calm or enrage my spells. What would happen if I clasped my magical hands together ... would they created even more beauty and destruction? There is much left to unravel in Fable: The Journey. How much freedom truly exists? How guided will this adventure be? Hopefully these answers come soon, as my brief travels in Albion have me excited to come back and visit again later this year.

If it is one thing the controller cannot do anymore, it’s offer a player “that sense of discovery which we had with the early days of games.” That’s what Peter Molyneux, the visionary behind Fable: Th...


Rumor: Fable IV out 2013, probably not on rails

Aug 22
// Nick Chester
I suppose this shouldn't come as a shock, but rumors are now saying that Lionhead is currently working on Fable IV. Peter Molyneux and company are said to be prepping the sequel for a 2013. The rumor comes from the latest iss...

No melee in Fable: The Journey (because it's on rails)

Aug 11
// Jim Sterling
Peter Molyneux has confirmed that his definitely-not-on-rails game Fable: The Journey will not feature melee combat, focusing instead on projectile-based magic attacks. Not that this is going to be an on-rails shooter or anyt...

Molyneux on Kinect: People didn't like PC mice, either!

Jul 13
// Jim Sterling
Peter Molyneux has compared Kinect to the dawn of the computer mouse, stating that the criticisms people have for Microsoft's EyeToy are similar to those had for the now-crucial computer peripheral many moons ago.  "You ...

Molyneux 'bored' with 'sameness' of modern games

Jun 29
// Jim Sterling
Videogame snake oil salesman Peter Molyneux has declared that modern games are becoming boring, due to them all being the same. Fortunately, he's making an on-rails shooter for Kinect, which is pretty radical and differ ... o...

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