The loose ends in the first half - why is Joe listed as a person of interest? Where did Frank go? What started the plague? What will happen to Archon Industries? Will the environmental saboteurs succeed? - are wrapped up well in the second part. Janitor Joe takes a break from saving the world to drink a fancy cocktail. But, of course, I did try some ridiculous combinations to see what Joe would have to say. Especially compared with Episode One, in Episode Two I spent almost no time walking from room to room, trying to figure out what to click, and what to use together. I don’t know if I better understood the time-travel mechanic or House of Fire’s particular brand of point-and-click puzzle solving, but I felt like I flew threw the second half of the game. (Doing this chain of actions, I was about 90% convinced that this was how the mysterious disease was spread) Open a valve in 1972, and drain water from the future. Plant an apple in 1972, pick it in the future, bring it back to the seventies to feed a hungry scientist. ![]() Players continue using the same time-travel mechanic. Like in the first episode, Joe travels between groovy 1972 and a terrible post-apocalyptic future with his solar-powered time-machine. The second part of House on Fire’s The Silent Age continues janitor Joe’s time-traveling adventures as he saves the world from certain destruction. ![]() ![]() Articles here may originally appear on Meg's blog, Simpsons Paradox. Game Industry News is running the best blog posts from people writing about the game industry.
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