The Council Episode 1: The Mad Ones Review

<p><em>The Council&colon; The Mad Ones<&sol;em> is a magnificent train-wreck&period; It&&num;8217&semi;s an inconsistent and compelling experience&period; Acting is among the worst we&&num;8217&semi;ve seen this generation and it has some of the driest delivery this side of the Sahara Desert&period; The script is horrendous with robotic speech and transitions seem like a foreign concept to the studio&period; However&comma; buried underneath the filth&comma; you&&num;8217&semi;ll find an interesting adventure RPG with heart&period; The first chapter in this episodic story sets the stage for a wild ride through hot garbage&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138127" aria-describedby&equals;"caption-attachment-138127" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-138127" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;10152002&sol;81cb2faf-b933-45dd-a565-2ce97d31ffbf1-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138127" class&equals;"wp-caption-text">The Council&comma; Focus Home Interactive<&sol;figcaption><&sol;figure>&NewLine;<h3>Where to Begin&quest;<&sol;h3>&NewLine;<p><em>The Council<&sol;em> opens with a whimper&period; Von Borchert holds Louis de Richet and his mother&comma; Sarah&comma; hostage&period; He seeks the location of some special book in hopes of selling it on the black market&period; Surprisingly&comma; <em>The Council<&sol;em> shows all of its blemishes in the first sixty seconds&period; Writing&comma; delivery&comma; animation&comma; and acting is sub-par&period; I found myself chuckling before finishing the opening prologue&period; After mother and son take care of Von Borchert&comma; the narrative jumps to the proceeding month&period;<&sol;p>&NewLine;<p>Lord Mortimer has invited Louis to his mansion on urgent notice&period; He learns that his mother has gone missing without a trace&period; Sarah arrived at the English Lord&&num;8217&semi;s manor to follow up on her and Louis&&num;8217&semi; prior case&period; Von Borchert&&num;8217&semi;s links to Lord Mortimer and the Golden Order&comma; a secretive society to whom Louis and Sarah belong&comma; compelled her to go straight for the beast&period; Sarah&&num;8217&semi;s sudden disappearance becomes Louis&&num;8217&semi; main concern&period; Players will mingle with Lord Mortimer&&num;8217&semi;s guests as they attempt to trace Sarah&&num;8217&semi;s whereabouts&period;<&sol;p>&NewLine;<h3>Setting and Characters<&sol;h3>&NewLine;<p>Set in 18th century England&comma; Big Bad Wolf shows a clear appreciation for the era&&num;8217&semi;s art&comma; culture&comma; and politics&period; Characters like George Washington&comma; Napoleon Bonaparte&comma; Manuel Godoy&comma; and Elizabeth Adams make up the cast&period; The game doesn&&num;8217&semi;t name-drop random historical figures and events for the sake of it&comma; though&period; As players will notice&comma; Lord Mortimer&&num;8217&semi;s collection litters every room of the mansion&period; Examining paintings&comma; books&comma; and statues reveals an adoration for the time period&period;<&sol;p>&NewLine;<p>Louis comments on nearly every painting he sees with information that goes beyond its artist and title&period; In some cases&comma; he&&num;8217&semi;ll mention the painting&&num;8217&semi;s composition or context&comma; foreshadowing future events&period; Conversely&comma; characters routinely engage in educated discussions surrounding political&comma; religious&comma; and historic happenings&period; Additionally&comma; every book Louis can read at the start of a quest for skill points is a recognized seminal work&period; Louis&&num;8217&semi; literary repertoire includes Sorel&&num;8217&semi;s <em>Laws of Gallantry<&sol;em>&comma; Descartes&&num;8217&semi; <em>Discourse on the Method<&sol;em>&comma; and <em>The Sorrows of Young Werther<&sol;em> among others&period; It is clear that <em>The Council<&sol;em> is best experienced through a perceptive lens&period; Soaking in its atmospheric adornments leads to a greater appreciation for Big Bad Wolf&&num;8217&semi;s passion&period; This game is a Late Medieval European history buff&&num;8217&semi;s wet dream&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138133" aria-describedby&equals;"caption-attachment-138133" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-138133" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;10180032&sol;79b17f50-91b0-4708-ab2b-cd83584d46161-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138133" class&equals;"wp-caption-text">The Council&comma; Focus Home Interactive<&sol;figcaption><&sol;figure>&NewLine;<h3>RPG&quest;<&sol;h3>&NewLine;<p><em>The Council<&sol;em> is a role-playing game with no combat&period; It features three classes with experience points allocated at the end of each quest&period; Louis gains experience as he completes in-game objectives&period; Failing objectives robs you of potential narrative branches and relationships as well as experience points&period; The conversational&sol;non-combat class system is the game&&num;8217&semi;s most intriguing element&period; It truly is an RPG with key items&comma; consumables&comma; experience points&comma; skills&comma; class bonuses&comma; traits&comma; vulnerabilities&comma; etc&&num;8230&semi;<&sol;p>&NewLine;<p>Louis starts the adventure as either a diplomat&comma; occultist&comma; or detective&period; You aren&&num;8217&semi;t locked into any class&period; The leveling system is flexible enough to allow skill-point investment in any skill from any class&comma; though you&&num;8217&semi;ll automatically begin with your preferred class&&num;8217&semi; skills at level one&period; Different classes and skills open up varied dialogue responses and opportunities&comma; which can be used to find out a character&&num;8217&semi;s immunity or vulnerability&period; Because no human being is the same&comma; different personality traits or lines of questioning will affect individuals differently&period; Exploiting weaknesses can get you exactly what you want whereas falling into an immunity may screw you out of forming a relationship or learning information needed for Louis&&num;8217&semi; investigation&period;<&sol;p>&NewLine;<p>The associated class systems allow a more personally engaging interactive narrative to take place&period; Oftentimes&comma; the journey is more important than the destination&period; This holds true for Episode 1 of <em>The Council<&sol;em>&period; Solutions to puzzles can be reached through different lines of deductive reasoning and questioning&period; These permutations on the core dialogue and puzzle solving fix the largest issue games like this tend to suffer from&period;<&sol;p>&NewLine;<h3>Player Choice<&sol;h3>&NewLine;<p>Because this is an RPG&comma; dialogue branches and character traits are treated with the same level of respect as skills in typical role-playing games&period; What this means is that a person can play the way he&sol;she wants while experiencing a more personal narrative&period; Role-playing elements are tied to the entire dialogue system and its branching paths&period; Completing in-game milestones or exploiting a vulnerability in a specific scene may grant Louis a &plus;1 bonus to whatever skill&period; As<em> The Mad Ones<&sol;em>&&num;8216&semi; narrative nears its conclusion&comma; Louis&&num;8217&semi; actions lead to the acquisition of both positive and negative character traits that significantly impact his performance and character progression&period;<&sol;p>&NewLine;<p>The game rewards successful confrontations and the acquisition of information while penalizing botched conversations and investigations&period; Because of this&comma; character interactions require a higher level of player engagement than other games in the genre&period; Much like a good old-fashioned RPG&comma; deliberating on skill point allocation is half the fun&period; Do I want to improve Louis&&num;8217&semi; psychology trait to exploit this character&quest; Should I invest in occultism to read weird symbols that may help in puzzles&quest; Do I invest in subterfuge so I can pick locks without needing the proper key&quest; Do I invest in etiquette&quest; The list goes on and on&period;<&sol;p>&NewLine;<p>Unlike some lesser RPG&&num;8217&semi;s that fall into a rut of balancing issues&comma; <em>The Council<&sol;em> feels purposely built around the wide variety of skills&period; Such a large investment into a unique system of mechanics may explain why the writing is so poorly managed&period; It seems the developers spent more time accommodating this vast array of skills than editing the script&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138139" aria-describedby&equals;"caption-attachment-138139" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-138139" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;10191124&sol;c37d736b-6e7a-409f-bb8e-92121b6f99571-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138139" class&equals;"wp-caption-text">The Council&comma; Focus Home Interactive<&sol;figcaption><&sol;figure>&NewLine;<h3>That Dialogue<&sol;h3>&NewLine;<p><em>The Council<&sol;em> usually takes players&&num;8217&semi; actions into account when constructing conversations&period; Several scenes contain minor dialogue alterations depending on Louis&&num;8217&semi; actions&comma; though sometimes it falls under the weight of its ambition&period; I played the episode twice&comma; making different decisions at every turn&period; At one point&comma; Elizabeth Adams stops Louis as he walks down a staircase&period; This altercation leads Louis to mention an episode she had earlier&period; Louis witnessed this episode on my first save file&comma; but he still mentioned it as if he was there first-hand in both save files&period; Anomalies like this are few and far between&period; For the most part&comma; <em>The Council <&sol;em>shows Telltale Games up at their own shtick&period; Actions do have consequences&period; The poorly written script overcomes its shortcomings by delivering player choice that Telltale only offers the illusion of&period;<&sol;p>&NewLine;<h3>That Acting<&sol;h3>&NewLine;<p>Not a single voice actor delivers a noteworthy performance&period; Everyone sounds like an underpaid actor showing up to the recording studio for a quick paycheck&period; Emotionally charged scenes that should elicit raw responses stumble at every turn&period; The game can&&num;8217&semi;t hope to make anyone feel empathy with such shocking delivery&comma; inflection&comma; and timing&period; This sub-par acting&comma; when combined with the awful script&comma; results in a disaster that is impossible to look away from&period; Due to this&comma; <em>The Council<&sol;em> may just be the best awful game I have played since <em>Deadly Premonition<&sol;em>&period;<&sol;p>&NewLine;<h3>That Tech<&sol;h3>&NewLine;<p><em>The Council&&num;8217&semi;s <&sol;em>incompetence doesn&&num;8217&semi;t end with its writing and voice acting&period; The framerate is disgusting&period; It never impedes on game progress considering its non-combat nature&comma; but that doesn&&num;8217&semi;t excuse poor performance&period; The review was employed on an Xbox One X&period; <em>The Council<&sol;em> is filled with the following&colon;<&sol;p>&NewLine;<ul>&NewLine;<li>Ugly character models<&sol;li>&NewLine;<li>Stilted&comma; emotionless facial animations<&sol;li>&NewLine;<li>Low-quality shadows<&sol;li>&NewLine;<li>Awkward full body animations&sol;environmental interactions<&sol;li>&NewLine;<li>PlayStation 2 era textures in select areas<&sol;li>&NewLine;<li>Low polygonal counts on miscellaneous items<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>How does the game run so poorly on an Xbox One X when it looks so bad&quest; Sometimes running in tight corridors causes performance to slow down to Windows 95&&num;8242&semi; levels of choppiness&period; Only <em>Warriors All-Stars<&sol;em> and <em>School Girl Zombie Hunter<&sol;em> on PlayStation 4 can compete with <em>The Council<&sol;em>&&num;8216&semi;s performance&period; Unfortunately&comma; even those games look and run better during the general run of play&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138168" aria-describedby&equals;"caption-attachment-138168" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-138168" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;11123648&sol;0a70d9ee-e589-4cc2-9b64-8775863889511-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138168" class&equals;"wp-caption-text">The Council&comma; Focus Home Interactive<&sol;figcaption><&sol;figure>&NewLine;<h3>Conclusion<&sol;h3>&NewLine;<p><em>The Council<&sol;em> is an indescribable mess of brilliant ideas and mechanics paired with shameful technical issues and narrative execution&period; If <em>The Room<&sol;em> ever had a video game equivalent&comma; <em>The Council<&sol;em> is the industry&&num;8217&semi;s closest approximation&period; It&&num;8217&semi;s worth looking into for b-movie connoisseurs and fans of narrative adventure games&period; While it&&num;8217&semi;s not the most refined experience&comma; its heart is set in the right place&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><em><strong>Disclaimer&colon; <&sol;strong>Review code provided by publisher<&sol;em><&sol;p>&NewLine;

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