Description of App
Life after myths. Death, disaster, despair. This new installment in the Six Ages series is a stand-alone survival-storybook combining interactive fiction and turn-based strategy. The world is ending, and your small clan’s survival depends on how you manage its relationship with the remaining gods and their followers. Whether you’re dealing with angry ghosts, clan policy, enemy gods, or squabbling advisors, there’s rarely one “right” or “wrong” answer, because the deep simulation makes your particular situation unique. Your choices have socio-economic impact, and some consequences might not be obvious for decades, and could affect future generations of a character’s bloodline. Your clan struggles to survive in the world of Glorantha, the setting of games such as RuneQuest and King of Dragon Pass. This bronze age world is facing an existential crisis. Ten generations after the events of Ride Like the Wind, some gods have already perished and humanity itself seems to be on the brink of annihilation. Here, the laws of physics themselves are subordinate to the whims of the gods and spirits. In Lights Going Out, you can continue a game you began in Six Ages: Ride Like the Wind, or start a new story in this Great Darkness. Six Ages 2: Lights Going Out is immensely replayable, thanks to over 600 interactive scenes with multiple, system-driven outcomes. Short episodes and automatic saving mean you can play even when you only have a minute or two. The built-in saga writes down the story for you. And advisors with distinctive personalities help you track your promises (and your cows). Miracles have always required sacrifice. Now, your people need them more than ever, but the costs are higher, too. Is it worth aiding the destructive gods of Chaos to ensure your own survival? The game is completely accessible via VoiceOver. You can discuss the game at https://discord.gg/kitfoxgames
Comments
Amazing level of inclusion.
This game and its prequel, Ride Like The Wind, are the best examples of what's possible in terms of making a game truly accessible and welcoming to blind players. The VoiceOver hint system is used to convey game information. Be certain that you have VoiceOver hints turned on while playing the game. There are descriptions for the artwork present throughout the game which are only visible to VoiceOver users. An alternative system for exploration has been devised so that people can still make important decisions even if they can't see and use the map. This is accessibility at its finest.
As for the game itself, it is one of the most unique, complex and deep games you'll find on theapp store. Stories and mythology are as crutial to understand as tactics and resource management. The scope is truly epic. One of the top designers of roleplaying games was the writer for this game. The world that it takes place on has been in development since the 1960's. The game contains literally millions of words. You could play it many times over years and still not have encountered everything there is to find in terms of situations and circumstances. Hundreds of factors will be different on every play through and situations don't have one choice that's correct all of thetime.
There is a learning curve. The game won't be everyone's cup of tea. However, those who love leadership, fantasy, and stories will be richly rewarded by this game and its prequel.
Exactly the same as the old one
I’m not saying it’s not good, but it’s not better than the previous game. I’m a bit disappointed honestly.
Only the scenes and the names are different. No new mechanics whatsoever.
I’m sorry to say it, but I won’t bother with this one since I have played the previous game a lot.
sounds a very good game
well,
it needs about 1.2 GB of memories
so, I think the sounds quality should be good
same mechanics but very different feel
Why fix what isn't broken? The mechanics don't need to change in order to make a game which continues the saga. These games are about culture, mythology and the impact of very different circumstances on people. Unlike the previous game which was about thriving in difficult circumstances, this game is about how to proceed when the end of everything is right around the corner. What traditions make sense when many of the gods you believed in have died? What values make sense when the end seems inevidable and very close?
The mechanics we actually observe are only part of the story. The controls and systems in the Six Ages games have likely plateaued. Frankly, I can't think of better methods for managing combat, exploration, etc. What really changes from game to game are the story components. There are hundreds of fresh situations, items, treasures, etc. You don't spend as long working on a game as A Sharp has if it's just a redressing of the last one. There's new challenge to be found here. People involved in this game's creation are top level game designers. They've found a mechanics formula that works to allow for great procedural storytelling. I'm not going to go into this presuming that everything behind the scenes is the same just because the interface is so familiar. Too much happens behind the scenes for that to be a safe assumption.
I am not so sure.
At some point, I feel I got tired of the previous game. I played a lot. Little by little, I started losing interest. I don't know if I will give this one a try yet. Just a thought, but an idea that doesn't sit well with me is that, if this is the end of the world, why would I have to wait decades for consequences of my actions? Then again, perhaps this is just my way of trying to find an excuse to not go get the game. We will see.
So jealous!
This right here is one of the best parts of iOS I don't have anymore. I miss the KODP games so much haha.
Are there any free alternatives?
Just asking, because you know,
No.
These are all paid games.
I mean; there's sighted free games but we can't play them.
Missing the Point
I feel like the people who are harping on this game being the same as the previous one are missing the point of the experience.
It was never about the game mechanics alone. It's the combination of mechanics and story which make the game, and the story is entirely different from either of the earlier efforts.
To the person asking why it takes so long for the world to end, what do you want, a game played out in one year of game time?
@Zack:
If the world is not ending soon, then it's not quite the end of the world.
Anyway, it was just my opinion.
As I stated, I said it was probably just my excuse to not play the game.