PC World writes:
"And yet there is a deep and abiding philosophical principle coiled through Fable II's uncanny physiology like an invisible spine. It's a bit easier to spot when you compare Peter Molyneux's gradual evolution from a sort of mad genius converting gorgeous Rube Goldberg contraptions into half-playable games asking "What do you think of playing this?" to his work on Fable II, clear evidence of a mature designer who's finally figured out how to extricate pathos from all that whiz-bang and make his lovely Rube Goldberg widgets service the nervous system of a more fundamental and transformative question: "How do you feel when playing this?"
Easily asked, perilously answered, and yet Molyneux's Fable II antes up, supposing what might happen when not just one but a startling array of play styles are accommodated, where the classic notion of "winning" is turned on its head, and where "failure" is just another chance to offer more entertainment."