The second batch of DLC for Lionhead Studios’ diet RPG is out. The first batch, entitled “Understone”, was a decidedly bland experience that offered a new town (that looked like every other town) but very little in the way of new items or compelling quests.

Does this second batch of DLC fall flat due to the same problems, or is there some decent content here that deserves your attention?

I’m pleased to say that I was really impressed with Traitor’s Keep. The DLC adds a lengthy lot of new quests, and its main storyline is intriguing and at times very funny.

Moments after you initiate the new quest, you’ll be whisked away to the prison island of Traitor’s Keep; another one of the many secrets your hero’s brother kept before you took over the crown. A riot has been instigated and the prison has been overrun by the inmates; think Fable III meets Arkham Asylum. Just as in the excellent Batman game, there are kingpins involved in the takeover, and you’re tasked with bringing each of them to justice in order to regain control of the prison.

Each of the three ringleaders in the riot has fled from the prison island, so you’ll need to travel to their old hideouts in order to bring them in. They’re not entirely sane either, so their hideouts are wonderful extensions of their inner psychoses. There’s a good attention to detail to be found in each, and that is what sets this DLC apart from the first offering.

It’s clear that the quest in this DLC has been given a lot of thought. Whereas the first batch of DLC felt like leftovers, Traitor’s Keep is a far more rounded experiences and it could have fitted quite comfortably into the overarching story of Fable III to begin with. In fact, at times you’ll think that the quest and its characters were initially intended to be a part of the main Fable III plotline, but were held back specifically for DLC purposes. That’s not to say that the whole new quest is perfect; there are moments that seem completely out of place, even in the Dickensian Albion with its healthy dose of British humour (the Hobbe disco immediately springs to mind – don’t ask).

On top of the extensive main quest, there are a few side quests and a number of collectable books and clothing sets to keep the obsessive compulsives happy. All in all, if you complete the main quest, find all the diaries and clothing sets and finish the side quests, there’s enough content here to keep you busy for at least four hours.

Is it worth the 560 MS Points? If you enjoyed Fable III then I’d say yes, it is. If you’re hoping to find game changing content here then you’re out of luck, but for fans of the third jaunt in Albion it’s definitely worth your time.

Scoring:

Gameplay: 8/10

The new quests are engaging, but insofar as game mechanics go, it’s good old Fable III through and through.

Presentation: 7/10

The story is great and there are some neat twists and turns as things progress. The ending is a little contrived but the build up to it is an enjoyable experience

Sound: 9/10

Voice acting is still top-notch; the new sound effects for the mechanical dog (yes! You can turn your pooch into a steampunk canine!) are great and the numerous letters found in the prison cells are very well narrated and rather funny.

Value: 8/10

There’s a good amount of content to keep you busy. For 560 MS Points this DLC has some solid bang for your buck. The easy Achievements will keep the achievement whores happy.

Overall: 8/10 (not an average)

It’s that rare breed of DLC that’s worth spending money on and isn’t some last-minute cash in built off the dregs of the main game’s production.

Last Updated: March 11, 2011

Fable III Traitor's Keep DLC
Summary
8.0

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