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Six Ages: Ride Like the Wind

Excellent sequel

In a rough outline the game plays just like King of Dragon Pass; you control a clan settling in unfamiliar territory and you need to make sure your clan is fed, keep up relations with neighboring clans and with the gods and spirits, keep your clan in a good mood and deal with sinister inhuman forces. All of it presented in gorgeously illustrated events, where you will be selecting different courses of action with the seven members of the clan "ring" offering more or less helpful advice. There is no one correct course and many actions have unexpected outcomes. Having done a full play-through now I only did three of the heroquests, that is rituals you can undertake to send a hero into the otherworld and reenact one of your clan's myths; probably only explored less than half of the distant lands you can discover; and despite having thought my clan was done for in the beginning, made it to the end and got the "good ending" as far as I can tell. The events are strange and interesting and so are the wonderful illustrations. Every culture in the game is clearly inspired by real world anthropology and archeology but at the same time not just a fantasy version of any one existing culture but unique and interesting in their own right. I recommend mostly not worrying about playing optimally and just going along with whatever happens, but there are some helpful tips you can find on the wiki to help you be a little more competent in guiding your clan, which can be good if you find yourself overwhelmed by all the things there are to do.

9 gamers found this review helpful