In my last diary entry, I discussed my love for good mysteries. This week the first episode of an intriguing game called The Council came to Steam, full of tense conversations and supernatural phenomena. It even lets you be best buds with George Washington. But what I like best is its conversational minigames.
In The Council you play as Louis de Richet, a member of a secret society who heads to a private island alongside several other prestigious guests at the request of an enigmatic lord. The opening doesnāt have much exposition, so youāre left to cobble together Louisā backstory while meeting the islandās other guests.

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While others are on the island for their own reasons, Louis is looking for his mother. (He frequently refers to her as just āmother,ā which made me giggle pretty often.) As you spend more time with the guests, you learn how Louisā mother disappeared seemingly overnight, and how anyone could have had a hand in it. Everyone on the island has a hidden agenda, and anyone could be a suspect.
Itās a little goofy at times in how it plays with history; characters like Napoleon Bonaparte drift into scenes. But what really surprised me was how The Council portrays the tension of high-society conversational warfare.
While regular dialogue progresses through simple inquiries on a chat wheel, now and then Louis has to engage someone in a Confrontation. Think of it like a narrative boss battle. Louis has a benefit heās looking to gain, such as trust or a vital bit of info, but the person heās talking to will resist or test him. You have to get through each āstepā to convince them, through logic, intimidation, or even simple honesty. Answer incorrectly and you make a blunder, and enough of those will fail the Confrontation, meaning some consequences for Louis such as losing out on information or even a real, permanent scar.
Each character requires a different approach. The Council has many ways for you to win Confrontations, but you have to utilize your strengths. At one point in the story, I was trying to win a characterās trust. I had convinced her of my honest intentions by subverting her accusations that I was just looking out for my own interests. (I was.) But to tear down that last wall, I needed to connect on a personal level.
At the beginning of the game, you choose a specialization such as occultist or diplomat, and you can level up in other ones through the game by reading books or investing skill points. Because my Louis is a detective, I was able to use a clue I found when I snuck into the characterās room earlier in the episode to appeal to her emotional side. I knew that while her whole family wrote her, it was her sister who cared the most, and so I made an appeal based on that. I reminded her of the importance of family, so she would tell me more about Louisā mother and where she might have disappeared to.
Those techniques wonāt always work. Some characters have immunities to certain approaches, like psychology or logic. Others have weaknesses and will cave immediately if you use the right tactic. Discovering those pathways requires investigation and a little intuition, gleaning traits from previous conversations you might have had with them.
The Council is essentially an attempt to turn Dragon Ageās āWicked Eyes and Wicked Heartsā into a narrative, episodic game. There isnāt any combat, just intrigue and deception. Navigating around disaster means mastering many skills that wouldnāt seem obvious at first. While my skills will (seemingly) carry across from episode to episode, at the outset, my Louis wasnāt the most capable investigator.
I missed out on certain events the first time and didnāt perfectly navigate every Confrontation. Now, Iām tempted to go back and replay it, to find where the story might have gone if Iād been a little more silver-tongued.The Councilās first episode is a fresh approach to the usual spiderās web of narrative game dialogue with consequences, and Iām really looking forward to what the developers do with the system theyāve built.Ā