Six Ages 2: Lights Going Out Game Cover
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In "Six Ages 2: Lights Going Out," players navigate the collapse of their clan's world in Glorantha, making complex decisions about managing relationships with gods and followers, exploring the wilderness, and managing resources. With a deep simulation and many unique situations, players must consider the long-term consequences of their choices. This stand-alone survival-storybook game combines interactive fiction and turn-based strategy.

Reviews

97%
Audience ScoreBased on 107 reviews
story9 positive mentions
grinding1 negative mentions
  • Six Ages 2: Lights Going Out is a worthy sequel that expands on the rich storytelling and gameplay mechanics of its predecessor, providing a deeper and more immersive experience.
  • The game features beautiful art, engaging writing, and a captivating atmosphere that effectively conveys the themes of survival and desperation in a dying world.
  • Players appreciate the complex decision-making and the depth of character interactions, making each playthrough unique and rewarding.
  • Some players feel that the game lacks player agency and can become repetitive, with limited choices leading to a feeling of being railroaded through the narrative.
  • The difficulty spike and harsh resource management can be frustrating, especially for newcomers, as food scarcity becomes a constant challenge.
  • Certain narrative elements and mechanics may feel incomplete or rushed, leaving players wanting more resolution and clarity in the story.
  • story36 mentions

    The story aspect of the game has received mixed reviews, with some players appreciating the depth and continuity from the previous installment, "Six Ages: Ride Like the Wind," while others criticize it for being bland and overly reliant on tropes. Many reviewers note that the narrative is rich and engaging for those familiar with the lore, but can be overwhelming for newcomers due to its complexity and lack of clear explanations. Overall, the game is recommended for players who enjoy story-driven experiences, particularly those with prior exposure to the series.

    • “I've played a lot of strategy games and interactive novels and found this series to be a rewarding, story-heavy hybrid that really hits the spot.”
    • “Even after hours of gameplay, I'm still picking up new story threads and coming to terms with the nature of the world and its people.”
    • “This game builds on everything present in Six Ages: Ride Like the Wind, and directly continues the story as the world moves from the Storm Age/Gods War into the Age of Darkness.”
    • “But the story is bland, full of tropes about a war of the gods (which, unless you want to memorize long lists of gods, will make little sense anyway), and devoid of any clear narrative.”
    • “Kingdom ties don't seem to matter all that much mechanics-wise; quests to restore the standing of the monarchy are either bugged or incomplete because that quest line has no payoff, and some dialogues either imply it never happened or it was failed.”
    • “I can't and won't recommend this for people who are new to the games since the slew of information you need to know tying into the main plot would be an awful lot, but I would recommend coming back to it after six ages: ride like the wind.”
  • gameplay28 mentions

    The gameplay has received mixed reviews, with some players finding it limited and repetitive, while others appreciate its narrative focus and strategic elements. Critics note that the mechanics can be obtuse and lack feedback, but the addition of roguelike elements and a unique blend of tribe management and decision-making offers replayability and thematic depth. Overall, while the gameplay may not be groundbreaking, it is complemented by strong writing, art, and a compelling world, making it enjoyable for those who appreciate its style.

    • “The game lured me in with the promise that, once I got into it, I'd understand the mechanics and would be able to play it strategically.”
    • “Gameplay then becomes a cycle of reading the likely intents behind the questions posed to you and picking the appropriate choices to pursue your goals.”
    • “Still unique style of gameplay - a mix between tribe management and choose your own adventure decision making - and still a fascinating world and mythology backed by good writing.”
    • “My only real criticism of the game would be leveled at its sometimes obtuse mechanics and a lack of feedback for your actions.”
    • “On top of that, the actual gameplay loop is incredibly repetitive.”
    • “Gameplay wise though, while pretty much more of the same, I have a feeling of 'Lights Going Out' being a sidegrade at best.”
  • graphics9 mentions

    The graphics of the game are praised for their rich, hand-drawn art style and immersive atmosphere, contributing to a captivating experience. While some players may not appreciate the aesthetic, many find it fantastic and fitting for the game's mythological setting. Overall, the visuals are considered a strong point, enhancing the storytelling and gameplay.

    • “Other than that, this is a superb and immersive experience with a rich art style and captivating events.”
    • “The glorantha setting is interesting and the game is well written, has really nice atmospheric artwork, music and a quite good survival strategy layer.”
    • “Great writing, choice-consequence, awesome visuals, extremely immersive setting, lots of mythohistorical stuff to enjoy.”
    • “I do not care for the art style, at all.”
  • atmosphere4 mentions

    The game's atmosphere is characterized by a grim yet hopeful tone, immersing players in a brutal fantasy world where they lead a clan through survival challenges. The combination of excellent writing and art enhances the overall experience, creating a unique and engaging environment that stands out in the turn-based strategy genre.

    • “It was an atmospheric turn-based strategy that had you take charge of a clan of totally-not-vikings and try to survive and prosper in a brutal fantasy world.”
    • “I've never played a strategy game like it; the themes, the grim atmosphere, the hope, and the joy are truly unique.”
    • “The atmosphere, writing, and art are all excellent, and the tougher survival elements really sell the setting.”
    • “The themes create a grim atmosphere that feels oppressive and uninviting.”
    • “While the game has its moments, the overall atmosphere lacks the depth and immersion I was hoping for.”
    • “The atmosphere feels disjointed, making it hard to connect with the game's world.”
  • music4 mentions

    The music in the game is widely praised for being significantly better than that of its predecessor, enhancing the immersive experience with a fantastic soundtrack that complements the beautiful art and atmospheric setting. Players find the music to be a key element that enriches the overall enjoyment and engagement with the game.

    • “Beautiful art, wonderful writing, better music than the first game.”
    • “The art in this game is beautiful, the soundtrack is fantastic to listen to, allowing one to easily immerse themselves into a world doomed to end, and once you finally get the hang of the game's mechanics it becomes much more fun and rewarding to experience.”
    • “And the music is so good, way better than the first game's music.”
  • humor3 mentions

    The humor in the game is characterized by its bizarre and culturally alien elements, reminiscent of the charm found in "King of Dragon Pass." Players appreciate the blend of whimsical and dark humor, which adds a unique layer to the overall experience.

    • “The devs have managed to capture the same essence of wonder and culture shock that made King of Dragon Pass such a wonderful experience, and of course they've managed to keep the same bizarre, culturally alien humor despite the gloomy tone.”
    • “It's hilarious.”
    • “I use a funny sword.”
  • replayability2 mentions

    The game features roguelike mechanics that enhance its replayability and challenge, making it a compelling experience. While some users are still assessing its long-term replay value, initial impressions suggest it surpasses previous titles in the genre.

    • “The addition of roguelike mechanics adds replayability and challenge to the title.”
    • “I don't yet know about replayability, but so far I'd say it's better overall than 'Ride Like the Wind'; a worthy successor to 'King of Dragon Pass.'”
    • “A layer of roguelike mechanics added replayability and challenge to the title.”
    • “I don't yet know about replayability, but thus far I'd say it's better overall than Ride Like the Wind; a worthy successor to King of Dragon Pass.”
  • grinding1 mentions

    Players find the grinding aspect of the game somewhat tedious, as it detracts from the enjoyment of learning to play.

    • “I suppose part of the fun was learning to play, which is why it feels a bit more tedious.”
    • “The grinding feels endless and often detracts from the overall enjoyment of the game.”
    • “I find myself repeating the same tasks over and over, which makes the experience feel monotonous.”
  • character development1 mentions

    The game features impressive character development through its rich world-building, unique art and character design, and engaging combat and diplomacy systems, although some players may struggle with the gameplay mechanics.

    • “The game features a fleshed-out world with creative and inspired character design, interesting combat and diplomacy, and a thought-provoking magic system, which enhances the overall character development experience.”
  • emotional1 mentions

    The emotional aspect of "Lights Going Out" is highlighted as both challenging and impactful, serving as a true sequel to "Six Ages: Ride Like the Wind" and a spiritual successor to "King of Dragon Pass." Players find the game evokes deep feelings, enhancing the overall gameplay experience.

    • “Difficult both emotionally and in gameplay challenge, 'Lights Going Out' is a true sequel to 'Six Ages: Ride Like the Wind' and a worthy prequel/spiritual sequel to 'King of Dragon Pass.'”
Positive mentions (%)Positive
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