Summary:
We’ve got a classic gaming rumor setup here: a trusted industry voice drops a carefully worded line, everyone imagines a launch trailer, and then reality walks in holding a spreadsheet. Jez Corden has said Fable for Nintendo Switch 2 is not definite, but it’s being considered for the future. That single sentence tells us two important things at once. First, nobody should treat a Switch 2 version as confirmed. Second, the idea is on the table inside Microsoft’s orbit, which is already more than “fans hoping loudly” and less than “preorders are open.”
So what does that actually mean for you? We can look at why Fable fits the Switch 2 conversation at all, what “under consideration” signals in plain language, and what hurdles would show up the moment a team tries to make it run well. Porting a big modern RPG is like moving a house – you can do it, but you’ll spend a lot of time figuring out which walls are load-bearing. A Switch 2 version would likely demand careful optimization choices, from performance targets to asset streaming and memory management, all while keeping the game’s vibe intact. We also need to be honest about timing. Even if a port happens, “future” often translates to “later,” not “surprise drop next week.”
By the end, we should feel grounded instead of swept up. We can be excited without pretending a maybe is a yes. And if Microsoft does decide to push Fable onto Nintendo’s next system, we’ll know exactly what to look for as the first real signs start showing up.
Why Fable and Switch 2 are in the same sentence right now
We’re living in a moment where platform walls feel less like brick and more like those plastic garden fences you can step over if you really want to. That’s why it doesn’t sound completely wild to hear Fable and Nintendo Switch 2 mentioned together. The modern market rewards reach, and big publishers keep looking for ways to place major releases in front of more players without turning every launch into a hardware-exclusive tug-of-war. If you’re the kind of player who likes taking a huge RPG on the go, the Switch style of play has obvious appeal, and it’s easy to see why people latch onto the idea. Still, excitement can be a sugar rush. We should start by treating this as a conversation happening around the game, not a promise stamped on a box. The key is to separate “this makes sense” from “this is happening.”
What Jez Corden said, and why wording matters
Jez Corden’s line is short, but it’s packed with meaning: Fable for Nintendo Switch 2 isn’t 100% definite right now, but it’s under consideration for the future. That phrasing is careful, and careful phrasing usually exists for a reason. It tells us the idea has been discussed, explored, or at least floated in a way that reached someone with visibility. At the same time, it leaves plenty of room for the answer to stay “no” without contradicting anything that was said. If we’ve ever watched a friend say “maybe” when they clearly want to say “I don’t know,” we already understand the vibe. We can respect the report while still keeping our expectations on a leash. The healthiest mindset here is simple: we can listen, we can watch, and we can avoid building a fantasy schedule around a single sentence.
“Under consideration” versus “in development”
These two phrases live on different planets. “In development” suggests a team, a plan, milestones, and people losing sleep over bugs that only appear at 2:00 a.m. “Under consideration” can mean anything from a serious internal pitch to a quick feasibility chat that ends with someone saying, “Let’s revisit later.” It’s not meaningless, but it isn’t a contract either. If you’ve ever planned a trip with friends, you know the difference between “we’re booking flights” and “that sounds fun someday.” That’s the gap we’re dealing with here. For Switch 2 specifically, “under consideration” could also reflect timing. A publisher might want to see install base growth, performance profiling, or the broader release calendar before committing. So when we read the phrase, we should translate it into plain talk: the door is not locked, but nobody has promised they’re walking through it.
What would make a Switch 2 version attractive
If Microsoft is even thinking about this, there’s a reason. A Switch 2 release could add a fresh audience that prefers Nintendo hardware, portable play, or both. And Fable, as a whimsical fantasy RPG with personality, sits in a genre lane that often does well when it’s accessible and easy to pick up in shorter sessions. The “one more quest” loop pairs nicely with handheld gaming – the same way a good snack mysteriously disappears once you start. There’s also the broader industry trend of big releases showing up across more ecosystems, especially when publishers can extend a game’s lifespan beyond the initial launch window. A later version can also act like a second wave of marketing, pulling the game back into the spotlight. None of that proves anything, but it explains why the conversation exists in the first place.
The audience fit: fantasy RPGs on a portable-friendly system
RPG fans tend to be loyal, and they also tend to be hungry. Give them a world to explore, a character to shape, and a pile of choices to regret later, and they’ll show up. A Switch 2 version would speak directly to players who like long games in flexible play patterns – a bit on the couch, a bit in bed, a bit while pretending we’re only checking one thing before sleep. The potential appeal is obvious, but the real question is whether the experience would feel good on that hardware. Nobody wants a “technically playable” version that runs like it’s dragging a wagon full of rocks uphill. If a port happens, it needs to land with confidence, not excuses. That’s why fit isn’t just about genre. Fit is also about performance, visuals, load times, and whether the game still feels like itself when it’s been tuned for a different machine.
The real-world hurdles behind a modern port
Porting isn’t copy-paste. It’s closer to translating a joke into another language – you can keep the meaning, but you sometimes have to change the delivery so it still lands. A modern open-world RPG typically leans on a lot of systems at once: streaming environments, managing crowds of NPCs, handling physics interactions, and keeping combat responsive. Every platform has its own strengths and constraints, and the moment you target new hardware, you start making choices about what matters most. Do we prioritize frame rate, resolution, draw distance, or world density? Do we simplify certain effects to keep gameplay smooth? These aren’t dramatic “cut half the game” decisions, but they’re real trade-offs. If a Switch 2 version ever becomes real, the challenge won’t be “can we make it run at all.” The challenge will be “can we make it run well enough that players feel respected.”
Performance targets and why they shape everything
Performance targets are the silent rulers of game development. They decide how big scenes can be, how many effects can fire at once, and how often the game can update all its systems without stuttering. For a version to feel good, a team typically picks a target and builds around it, because chasing everything at once is how you end up with a messy compromise. A stable frame rate often matters more than flashy peaks, especially in action-heavy moments where input response is the difference between feeling heroic and feeling helpless. This is where “with the right optimisation it could be done” becomes a practical statement, not a wish. Optimization can mean smarter asset streaming, tuned lighting, adjusted texture budgets, and careful CPU scheduling. It’s not glamorous, but it’s the difference between a smooth ride and a bumpy cart on cobblestones.
CPU, memory, and streaming – the boring stuff that decides the fun
We can’t see CPU budgets or memory pools while playing, but we definitely feel their consequences. When a game loads new areas, spawns NPCs, or keeps track of world states, it’s leaning heavily on CPU time and memory management. If those resources are tight, we get pop-in, hitching, or long loads that break immersion at the worst moment. Streaming is especially important in big worlds, because the game is constantly pulling new data in and pushing old data out while you move. Think of it like hosting a party in a small apartment – if you keep inviting more people without managing space, somebody’s going to spill a drink. A Switch 2 version, if it happens, would need systems that are tuned to avoid those ugly moments where the world feels like it pauses to catch its breath. Done well, the player never notices. Done poorly, everyone notices, and nobody forgets.
Optimization is not magic, but it can be smart
When people say “optimize it,” it can sound like a spell you cast and suddenly everything runs perfectly. In reality, optimization is a collection of deliberate decisions that protect the player experience. It’s choosing where to spend the hardware budget so the game keeps its personality. Sometimes that means prioritizing readability in combat and consistent responsiveness, even if that requires trimming certain visual extras. Sometimes it means rebuilding parts of the pipeline so assets stream more efficiently. A good optimization plan is like packing for a trip with one suitcase – you can still look great, but you stop trying to bring five pairs of boots “just in case.” The point is not to make the game smaller. The point is to make the game fit. If Microsoft ever approves a Switch 2 effort, the best-case scenario is a version that feels thoughtfully tailored, not reluctantly squeezed.
Scalable settings, asset strategy, and sensible compromises
One of the most practical paths for a multi-platform release is scalability. That can include multiple resolution targets, tuned texture sets, adjusted shadow quality, and effects that can be reduced without harming the core look. Asset strategy matters too – how textures are compressed, how geometry is streamed, how animation and audio are cached. The goal is to preserve the game’s identity while adapting the heavy lifting to the platform. And yes, compromises may happen, but compromises don’t have to be painful if they’re chosen wisely. Players forgive visual trims far more easily than they forgive instability. If we imagine a strong Switch 2 version, we should picture a stable, polished experience that keeps Fable’s tone and charm intact, even if it’s not pushing the same extremes as other platforms. That’s not settling. That’s smart engineering in service of fun.
Timing questions: day-and-date or later?
Even if a Switch 2 version is eventually approved, timing is its own puzzle. “Under consideration for the future” doesn’t scream day-and-date. It hints at a scenario where the initial launch hits the primary target platforms, and then other versions are evaluated based on demand, bandwidth, and strategic goals. That’s common, and it’s often sensible. A big release has enough moving parts without adding another platform that needs its own optimization pass, QA cycles, certification steps, and platform-specific support. The truth is, timing can be shaped by business goals just as much as technical feasibility. If a publisher wants a second wave of attention, a later release can deliver that. If the goal is maximum impact up front, they may prioritize a unified launch. Right now, the only honest stance is that “future” is flexible, and flexible means we shouldn’t treat any specific window as implied.
Why “future” can mean many things
“Future” can mean a lot of things, and that’s exactly why it’s used. It can mean after launch, after expansions, after performance patches, or after internal priorities shift. It can also mean “when we have more clarity,” like how we say we’ll start that new habit next month and somehow next month keeps moving. The important part is that this wording doesn’t lock anyone into a timeline. For players, that can feel frustrating, but it’s also a signal to watch for stronger indicators. If a Switch 2 version moves beyond consideration, we’ll typically see more concrete hints over time: platform mentions in official materials, hiring notes, ratings board entries for new platforms, or developer statements that stop sounding hypothetical. Until then, the smartest move is to treat “future” as a placeholder, not a countdown.
What we should watch for next
If we want to stay excited without getting fooled by our own hype, we should focus on signals that are harder to misread than a rumor loop. The biggest shift would be any official platform confirmation from Microsoft or the teams involved. Short of that, secondary signals can still help – just don’t treat them like gospel. If multiple reputable outlets reference the same claim, that can reinforce that the conversation exists, but it still doesn’t equal confirmation. What actually changes the situation is something that ties the project to real production steps. In the meantime, it’s fair to hope, and it’s fair to be skeptical. Both can be true at once. We can keep our clown shoes in the closet while still appreciating that the idea is plausible enough to be discussed.
A quick reality check before we get carried away
Here’s the steadying thought: a potential Switch 2 version being considered is interesting because it suggests openness, not because it guarantees anything. If we treat “considered” like “confirmed,” we set ourselves up for disappointment, and disappointment has a way of turning into pointless anger online. Nobody needs that. The more useful approach is to track the story like a weather forecast. Dark clouds might mean rain, but we don’t cancel the whole week because it might drizzle. We watch for updates, we adjust our expectations, and we keep the excitement proportional to the evidence. If this becomes real, the next steps will get louder and more specific. Until then, we can enjoy the possibility without pretending the decision has already been made.
Conclusion
We can take Jez Corden’s statement at face value: a Nintendo Switch 2 version of Fable is not locked in, but it’s being discussed as a future possibility. That’s enough to pay attention, and it’s also enough to avoid making assumptions. A port would be technically demanding, and success would depend on smart optimization choices that protect stability and feel. If Microsoft decides the timing and business case make sense, the idea could move forward – but the key word is “could.” For now, the best move is to stay curious, watch for concrete signals, and keep expectations realistic. If the door opens wider, we’ll know, because the messaging will stop sounding like a maybe.
FAQs
- Is Fable confirmed for Nintendo Switch 2?
- No. The statement circulating says it is not definite and is only being considered for the future.
- Who said Fable might come to Switch 2?
- Jez Corden is the person cited for the “under consideration” wording in the reports currently being shared.
- Does “under consideration” mean a port is already being made?
- No. It suggests the idea is on the table, but it does not confirm active development or a release plan.
- Would a Switch 2 version need compromises?
- Most likely, yes. A strong version would focus on stability and responsiveness, with smart scaling to fit the platform.
- What signs would make a Switch 2 version feel more real?
- Official platform confirmation, updated marketing materials listing Switch 2, or other concrete production indicators would be stronger signals than rumor recaps.
Sources
- The Fable Reboot Is Reportedly “Under Consideration” For Switch 2, Nintendo Life, January 23, 2026
- Fable Isn’t In Works For Switch 2, But Is Being Considered – Report, GameSpot, January 23, 2026
- Fable Switch 2 Port “Under Consideration” at Xbox, Insider Claims, VICE, January 23, 2026
- Rumour: Fable for Nintendo Switch 2 is under consideration, My Nintendo News, January 23, 2026













