Sang-Froid - Tales of Werewolves
Third party DRM: SteamThis game requires a free Steam account to play.
Combining action and strategy in a unique way, Sang-Froid: Tales of Werewolves transports you into an epic folktale co-written with best-selling Canadian author Bryan Perro (Amos Daragon, Wariwulf), in which two feuding brothers will have to put aside their differences to save their sister, who is pursued by the Devil himself!
This time however, sheer brute strength won't be enough to save the day as your enemies are way stronger than you are. Only your wits and the ability to combine ingenious traps to setup deadly ambushes will give you a chance to see the sun rise again on your frozen piece of forest...
Plan your strategy! - Take advantage of the calm during the day to fill your forest with all kinds of traps that are as inventive as they are deadly.
Hunt your enemies! - When night falls, use the wind and lure the diabolic beasts into your traps using bait... But watch out! You have to be on constant guard to make sure you don't become the prey of the beasts you are tracking!
Fight heroically! - If some of the beasts get past your traps, that's when it gets bloody! First you can shoot them with your trusty musket and then eliminate the ones that survive by slaughtering them with your axe! Action and carnage guaranteed!
Use fear to your advantage! - All the mechanics of the game revolve around the innovative concept of Fear Factor, which makes your ability to intimidate your enemy your best weapon. For example, use fire to frighten the wolves and scatter their packs.
Customize your character! - Choose one of the two O'Carroll brothers and develop your character using a skill system based on role-playing games (RPGs), making your hero as unique as he is powerful!
Discover a rich universe! - Immerse yourself in 19th century Canada where legends meet History in a world filled with lore and wonders. Buy historical weapons and items, fight mythical beasts and uncover the truth about werewolves...
Great concept, pretty bad executionMaxmetpt | July 16, 2015 | See all Maxmetpt's reviews »
Sang-froid is a great game, in concept! The translation of the idea into a videogame is also done well, mechanics-wise. The big problem, for me, is how unpolished and frustrating the execution has been, especially for a 15€ game. The game feels dated in almost every respect. Graphics, story-telling, how the combat and guns work, transitions, item system, etc. etc. Everything is very imperfect and takes way more time than it should. I don't want to make a full blown review, so I'll try to very briefly state the most glaring problems. I've played the game twice. Once on Easy Mode, once on Hard Mode. Easy Mode was very uninteresting. Combat over strategy. Hard Mode was infuriating, since, while strategy was the focus, the combat was still very much required to a great degree, while your character was clearly very underpowered. As a result, almost every mission required multiple tries, even [b]after[/b] I had the strategy laid and should have worked. I completely ignored the story and all of the other aspects aside from mechanics in the second playthrough. Why? Because it's terrible. Honestly. The story is fairly cool, especially since I do like fairy-tale and folk stories, in general. The problem is how the story is delivered. It's... mind boggling to me. The story is told exclusively through "cutscenes" that are merely characters talking to one another. Nothing fancy. The problems are: the writing isn't good, coupled with horrible voice-acting. I don't think the actors were in the same room at all. Each line feels completely disconnected from the situation at hand, and the tone is completely off. It just doesn't deliver. Then, there's the fact that, visually, they use some pretty bad 3D models, just because. The animations aren't all that great either. Nothing justifies the choice for these "cutscenes". A simple 2D conversation, with little animation and no voice-acting could have been much more polished without half of the work. Not to mention that this had nothing to do with the game. Yet, it's one of the main elements of the product, and it sticks out like a sore thumb. It's really, really, bad. I don't understand this choice at all. I could understand a sub-par execution, if it was a new idea, or something. This brings nothing new, nothing impressive. On the contrary, it's glaringly bad... The game itself, for those of you not aware, is like Orcs Must Die, although the tower and combat phases are completely separated. First, you place the traps you can. Then, you fight each wave successively, with combat. That's fine, although it can be kind of annoying when you don't know exactly what will come at you (they tell you which enemies and where, but there are nuances...) and you have no chance to fix mistakes without restarting. You'll get a plethora of different traps that you can later upgrade, but some of them are mostly useless or situational. Still, they fit the setting, and some combinations were fun to use. You can also buy potions and weapons in the town. Potions are useless, except from the health ones. The others are burnt money, unless you're on the last missions. Why? Because you barely get any money to upgrade. So, why waste it on consumables? You gain so little money that you'll take until the last few missions to be able to get a decent combination of weapons. Especially on hard mode. Far too long. The upgrade system is cool, although you can completely lock yourself if you use your points in the wrong place. You can "undo", but only when you choose where to put them. If you "confirm",you're stuck with them. Ok, what's next? Graphically, it's a PS2 era game. If that. You can't see 7 meters in front of you, and I'm not sure if it's a design decision, or a performance choice. Then, the game suffers from fps problems when there are too many enemies active. And I have a 3.4Gz quad-core. There's no justification that I can think of, really. The combat is extremely clunky. That could be fine, since you're not supposed to use it a lot. Except... that you need to, since traps are very limited. So except lots of restarts. The game has a lock-on system that will often change targets when you least want to. There are some enemies that will go underground to heal when they're low on HP. So, you want to kill them asap. The problem is: when there are several characters, the game may very well choose to target someone else. Well, crap... The gun suffers a similar problem with the auto-aim. It "snaps" to the closest target... sometimes. Sometimes it also seems to lag, and suddenly aims completely off, leading to a failed shot. You also take a loooong time to reload, which is cool. Bullets are also fairly expensive, so the point is to hold on to them. Which is infuriating when the game throws your aim off! Here's another thing: the game rewards you for using less traps. You can use Actions Points to cut trees, instead of placing traps. This further encourages combat, rather than strategy. Encourages the clunkiest system... And unbalances the game has a result, a bit. On Hard Mode, where you want to maximize traps, you end up getting way less money, making it even harder to upgrade, thus making the future missions even harder. There's a bit of a snowball effect, here... and not a good one. Then, there are various other problems. The interface is big and full of boxes, and still manages to miss several very important aspects... You take far too long to navigate from the stores to the village and your home. It's the clicking, but there are way too many. There's also a lot of information missing, leading to even more time wasted... There's no plain restart button that starts you exactly at the level you were in. You always have to go to the strategy screen, and then click like 3 or 4 times to confirm textboxes before you go into the level. It doesn't help that there's always a load screen between transitions. So, except 2 loading screens every time you make a mistake and want to restart. Or simply die... I realize this review is a bit toxic. I apologize for that. The game isn't terrible. The game itself, if I ignore everything else, can be fun and challenging, at times. The problem is that the game has way too many issues in too many different places, and it results in a very frustrating experience, overall. It tries to do a lot more than the game itself, but it doesn't know how. Seems like a lot of wasted work. I just can't understand the people claiming it to be a "masterpiece". In concept, it's great. Execution... not really. Orcs Must Die is a far more enjoyable game (both of them, in my opinion) and they provide more content than this, for a lower or equal price. And undoubtedly more finely tuned and polished.
Fun but a bit clunky at times.JURGMANDR | July 28, 2014 | See all JURGMANDR's reviews »
Let me just say that the overall concept of the game is fun but the controls are a bit clunky. The tower defense portion of the game makes it much more interesting than trying to play it as an action game imo (in part because the action parts like melee are somewhat clunky). The ambiance and lore create an interesting world filled with all kinds of evil to kill. TLDR: the voice acting is meh, the soundtrack is excellent, combat is kind of clunky, traps ftw, great atmosphere, great story.
Another nice mix of Tower Defense and other genres!Furrek | June 8, 2014 | See all Furrek's reviews »
At begin I need to say if you have played Sanctum 2, Orc Must Die or Dungeon Defenders, and if you enjoyed at least one of those games, you must play Sang-Froid - Tales of Werewolves. Those games are really similar, just have different settings. So about Sang-Froid, mostly your enemies will be, you can guess it, werewolves. I don't want to spoil anything for new players, so let's leave it this way. And you are trying to protect your house and few more building from those creatures. To do that, you can simply fight them head to head, or place traps. There are plenty of ways to kill your enemies or just fool them. For example, you can place a bait food for them, but there is also a special skill for poisoning food. So while they will be eating bait, not only they will stop trying to attack your buildings, but also it will kill them. There are much more creative ways to kill your enemies, it depend only on your imagination. Sadly, game is not so long, but there are two difficult levels. If you are fan of those TD mixes games, get it. If not, well, check the trailer on website. I never heard before about this game and this trailer (especially music!) made me buy this game. I don't regret it.
A strategy game, with an RPG aspectXGpredator | Dec. 31, 2013 | See all XGpredator's reviews »
Sang-Froid is a beautiful tale of werewolves, which transports us brilliantly in the icy atmosphere of Quebec, thanks to its audio. Soft and playful: with its open world and its evolutionary character, it offers multiple strategies. Then of course, all is not perfect but for a first project, the result is convincing! The game only costs 15 dollars, and its worth it.
Great Mix of TD, RPG and Old-Timey Werewolf LoreP_Sherman | Dec. 27, 2013 | See all P_Sherman's reviews »
And by "TD" I mean "Trap Defence". The nature of the traps require a different kind of strategy than that of your usual TD. You spend your daylight hours (literally) and gold placing traps via a map interface, then move to 3rd-person for the second phase- nighttime. Generally speaking, traps are single use and many require to be triggered manually. This means your strategy must take into account not only your resources and trap placement but which traps you can get to to activate. Just a couple of gripes: The wide variety of traps and tools are introduced at one per level, so it takes a while to be able to really play around with strategies. The voice-acting is atrocious. And... that's it, really. Seriously. The music is fantastic and keeping in theme, the story delivers heaps of lore and enough reason to slay 'wolves until morning, the graphics are perfectly serviceable, especially for an indie, the RPG elements are robust enough to encourage multiple playthroughs, all of the games mechanics have an in-world explanation for being there... If you're not convinced by now, well, I tried- and it's your loss.