Photo above provided by The Curious Correspondence Club
Company: The Curious Correspondence Club
Game: Chapter VII: Access Denied
Country: Canada 🇨🇦
Language: English
Type of Game: Puzzles By Mail 📬
Genre: Mystery
Date Played: 3/16/2021
Difficulty (based on 2 players): 8/10
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
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You've been "invited" into a peculiar van. It didn't seem like you had much choice but to get in. The driver Arjun instructed you sit in a chair and start to apply your hacking skills right way. It doesn't seem like we have much time left and we needed to get into their system...
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Read our previous reviews on more details about the packaging.
In this chapter you'll receive a chapter envelope with the backstory on the inside, an identity card, a personal computer (printout), a reversible mouse (printout), a reversible pinboard, 9 push pins, a data print out and 5 firewall screens.
Photos above provided by The Curious Correspondence Club
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You might be overwhelmed by the amount of props that came with this game. But you'll quickly notice that there are various slits on different clue pieces. It might help to assemble some pieces together first. Definitely start off by reading the data printout. We found some valuable clues on there and was able to use those clues to thread the information together.
As always, it's very important to be observant for The Curious Correspondence Club's games. They are great with hiding details in their graphics. We definitely missed a few. We love the fact that they use a lot of tactile puzzles and can turn simple paper clues into 2D/3D props. In this chapter, we essentially build out a computer. The utilization of the mouse as how it would be in real life was very clever as well.
Photos above property of ESCAPETHEROOMers
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This was another challenging game from The Curious Correspondence Club. The puzzles were not too difficult once you recognize what they're looking for and could follow their thought process. The tough part was where to get started. One thing that did take us a long time to figure out was recognizing the hidden embedded codes. You really needed to have good eyesight for this game. It would've helped if the clues were bigger as they felt too crammed together for us to easily notice the embedded message. Once we knew what we're looking for, we had to use hints to bypass a few. We definitely recommend using the hint guide for this game to make sure you assemble everything correctly before going down a rabbit hole. The hint system was quite useful in this game as it doesn't just have the nudging hints but you'll also get photos of the finished assembly.
Photos above property of ESCAPETHEROOMers
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Although we weren't able to complete all the puzzles on our own, it was still great to be able see the process. Not many puzzle companies we've seen could use their paper clues to tell a story so vividly. Perhaps I just really like tactile puzzles but it's a lot more engaging than words on a paper or searching on the internet. After reading the backstory, you're able to build out the scenes with the clues provided. This is why we're always very excited to see new chapters of The Curious Correspondence Club in our mailbox. Hopefully we'll be able to complete the final chapter without any clues and become a true Guardian!
(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.
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