Updated: 3 days ago
Videos/ Photos provided by The Curious Correspondence Club
Company: The Curious Correspondence Club
Game: Chapter II: Warehouse On The Wharf
Country: USA 🇺🇸
Type of Game: Puzzles By Mail
Date Played: 10/9/2020
Difficulty (based on 2 players): 8.5/10
Size of Team: Unlimited (Age 12+)
Time: Unlimited (Suggested: 60-90 Minutes)
Price: $21.95 (free shipping in North America); Monthly Subscription: $19.95/Yearly Subscription: $179
Read our review on Chapter I Here.
You found yourself at a mysterious shipping yard covered in thick fog. Other than the documents you were given, you see nothing but a few shipping crates and barrels. Will that be enough for you to uncover the secrets within this creepy shipping dock?
Similar to the packaging in Chapter I, you'll receive Chapter II in an envelope with a different but equally pretty sticker. The back story is printed on the inside of the envelope so open with care. Inside you'll find 1 strong box, 1 strong box note, 1 strip of negatives, 1 photographer, 6 cargo crate panels, 1 wharf map, 3 warehouse documents, 1 warehouse clipboard, and 12 crate assembly tabs. We really liked the color choices for the graphics of this game as it created that dark, rusty warehouse vibe.
🆃🅷🅴 🅶🅰🅼🅴 🅿🅻🅰🆈
This game needs to be played in a linear fashion. We strongly recommend reading the your objectives before starting the game. It'll be much either to organize the clues together. As we ventured through the game, it felt like we're part of an action movie. From identifying the whereabouts of the entrance to the correct warehouse to looking for the artifacts in the right crate to ultimately escaping by sending out the proper distress signal, the entire game felt like a "007" assignment. You'll have your "M" to help you out incase you get stuck. As were game pieces that needed to be constructed in this game, we really appreciated the photo aspect of it in the hint system showing that final look.
The puzzles were definitely harder than the first game but that might differ from person to person. If you are good with spatial visualization some of these puzzles may be a breeze for you. We had a difficult time with one of them but good thing the hint system was quite helpful. Although the puzzle itself was difficult to solve, it was still our favorite from a design aspect. We really like the interactive aspect of puzzle pieces especially when it's closely tied in with the storyline. There's essentially 4 puzzles in the game before you get to the finish line. If you want to know if you got the previous answers correctly, you'll need to go to the hint section and click the solution button. It would be great if we could have a separate portal to enter the individual solutions instead of just having a place to enter the final solution incase players doesn't want to go to the hint section to avoid accidental spoilers.
This was a cool concept of closely connecting the storyline and the actual pieces being used in a puzzle game. We were surprised at how much play time we got out of one little envelope. We suggest using the hints if you get stuck on a puzzle for too long as it does take the fun out of it. Regardless you should definitely attempt the "arts and craft" aspect of the game. It does make it stand out from some of the tabletop games we've seen.
(If you do decide to try this game, give us a shoutout or tag us on social media so we know you heard it from "ESCAPETHEROOMers"!)
Disclosure: We thank The Curious Correspondence Club for providing us with a sample of their game. Although a complimentary experience was generously provided, it does not impact our opinion on the review whatsoever.