top of page

The Council [2018] Analysis

   The Council, an episodic narrative adventure set in 1793 begins with players taking the role of secret society member Louis de Richet after his invitation to a private island off the shores of England -- a party hosted by the enigmatic Lord Mortimer. Richet’s own mother has recently gone missing on the island, while a group of charismatic characters join Louis, each with their own agendas.

Left to Right: Napolean Bonaparte, Sir Gregory Holm, Servant, George Washington, Louis de Richet, Sarah de Richet, Emily Hillsborrow, Jacques Peru, Giuseppe Piaggi, and Johann Christoph Von Woellner.

         The host of characters represent a mix of real historical figures and fictional characters, making for a unique experience where players are able to suspend their disbelief, imagining the statecraft that might have gone on behind closed doors - even if it stretches the truth. For example, there is a discussion of how Lord Mortimer aided Washington in his campaign for the presidency; when in fact Washington did not campaign or run for president, he was appointed. It is a poke at the concept of a New World Order, as crafted by the Illuminati or Freemasons, a small group of uber-wealthy, well-connected individuals that have their fingers in every pie. It is an exploration of the things that maybe aren't written in the history books about the rise to power for individuals like Bonaparte and Washington.

   The Council can rightly be compared to the Telltale series of games, in that they both have branching storylines, reactive characters, and follow a similar choose-your-own-adventure template. The Council goes further however, creating a deeper system within these interactions, the Social Influence System. 

"During confrontations, skills and limited resources can be used to gain the upper hand and achieve the desired outcome. Players will be rewarded for their knowledge of each character’s psychological vulnerabilities and immunities, as well as their preparations made during prior exploration and investigation. Failing an encounter does not mean ‘game over’, and no action can be taken back. The consequences are permanent, and may result in persistent physical disfigurements or mental traits that help or hinder the rest of the player’s adventure." ~ Developer Notes

   The Social Influence System adds a new layer of gameplay to sequences of branching dialogue and social interactions. It rewards the player for exploration and uncovering the secrets of Lord Mortimer's manor. There is also an element of the 'occult' at play, Louis finds himself experiencing visions when he falls asleep. In one, he is transported to the bedroom of Napolean, where we witness a chess game between Sir Gregory Holm and Von Woellner. The player learns some information from being the fly on the wall -- there is some connection between the faceless servants and Louis' abilities to eavesdrop throughout the manor.

   The conclusion of Louis' vision has George Washington knocking on his chamber door, abruptly waking Louis as he wipes the blood running from his nose. Thus I was presented with one of the easiest decisions I've ever made in a video game. Help George Washington or whine about my problems. Yes. I'll help George. 

   George asked me to do one simple thing, keep Elizabeth Adams occupied in the small salon downstairs while he searched her room for clues. He said he only needed 10 minutes.

Design Note: When the player leaves his room, he is facing the wrong direction, it is hard to tell whether this was on purpose, but I am sure 99% of players run into the invisible wall here as a result. Just need to change to the player direction on exiting the room and it will go more smoothly.

   As I rushed downstairs and approached the small salon, I find Cardinal Piaggi with his ear to the door. He warns me that Ms. Adams is in danger, in an altercation with a Frenchman. I can either walk away, ensuring Elizabeth is tied up with her confrontation and give Washington his 10 minutes or play the hero and save her from being battered by the angry Frenchman.

   I decide to help Elizabeth - as I step in between her and Jacques Peru, she flees and I am left to clean up her mess. This is one of the earlier confrontations in The Council and shows the Social Influence mechanics at play.

 

   E.g. The player is presented with four choices, two of which are fairly neutral. The other two choices use Agility and Conviction skill-checks [I'll explain the skill-system further on]. I elect to use my Agility and punch him in the gut! He laughs it off and demands I make amends for letting Elizabeth slip away.

   I wiggle my way through the conversation by exploiting one of his vulnerabilities, Psychology. I agree with him that women are irrational and quite slappable. I narrowly avoid getting shot by calling his bluff.

   The autonomy this system provides leaves the encounters feeling less linear. The option of failure is certainly on the table. The choice I made inadvertently allowed Elizabeth to leave the salon and potentially expose Washington, but does not mean 'game over'. I like the fact that even with failure, moving forward becomes more difficult, but not unattainable. Information is key. The Social Interaction System is layered over a deeper skill system. This system is broken into three different trees.

More to come...

bottom of page