It's hard to know where to start with Six Ages 2 Colon Lights Going Out. The initial uncertainty and esoteric nature of its world has always been the series' biggest problem, as it appears to demand a lot of foreknowledge to play. But rather than memorising facts and (ugh) "lore", it's a series that encourages a different mindset to pretty much any other game. These games are about culture and myth, and how both interact and change over time. It's harder, though, to write about this entry without just repeating myself. It is a Part Two of a planned three, thus much the same as before, yet different in some interesting, but esoteric ways. Do I try to convince the unfamiliar, detail those di
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