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Sang-Froid – Tales of Werewolves (Preview‏)

February 16th, 2013 Leave a comment Go to comments

“Sang-Froid – Tales of Werewolves”, a game that was recently Greenlit on Steam, throws the player into lower Canada circa 1858.  You’ll be using tower defense mechanics, RPG elements, and third person action to protect lumberjacks and their families from the forces of evil.  Before we get started, I’d like to thank Vincent Blanchard from Artifice Studio for providing me with early access to the Beta.  As such, it’s important to stress that the game is not finished yet.  Any game content or feature that is mentioned in this preview is therefore subject to change.

Sang-Froid - Tales of Werewolves

Sang-Froid – Tales of Werewolves (PC)

Since there’s a review on the horizon, I’ll opt to skip the detailed look at the menu options and cut right to chase.  The game is played over a series of days, the first three giving you a tutorial on how all of the game mechanics work.  Trust me when I say that you’ll need them.  You’ll have to manage not only fighting off beasts in third person view, but set traps before the night begins.  Luckily, the tutorials include videos that pause the action and teach you various mechanics as they come up.  At first, you’ll be taught how to move, attack, sprint, and manage your rifle.  Down the line however, you’ll be shown how shouting works, how fear affects the beasts attacking you, how to lay traps, and etc.  I’m very pleased by the way the game introduces you to the many gameplay mechanics and I never felt overwhelmed on my first time through.  Once you get past the tutorials though, the difficulty ramps up considerably.  Videos are available with each new mechanic that comes into play after the first three levels, which is a nice touch.

Headshots result in maximum damage.

Headshots result in maximum damage.

Before the night begins, you’ll be shown a map that allows you to view the paths that the beasts intend to take.  You’ll be able to see where the beasts start and what building they intend to attack.  Lose just one building, and you fail the night.  Since the night is broken up into waves, you’ll be able to switch between the waves on your map to see how the beasts intend to attack even after the first wave is over.  It’s your job to look at all of the waves and plan out where to place the traps.  Some traps are more effective against certain enemy types, so you may have to get creative in your planning.  You don’t want the wrong beast from the first wave to set off a trap meant for a beast in the second wave.  Traps costs action points and/or money, both of which are limited.

Sang-Froid - Tales of Werewolves

Proper planning will make your life easier.

Things can get pretty hectic at night, especially when you’re up against a werewolf that is resistant to most of your physical attacks.  To help you out, the game includes a neat fear mechanic that tells you when the enemy will strike next.  You can perform various actions (shouting, lighting bonfires, etc.) to make the enemy more afraid of you and give you more time in between attacks.  As you advance through the levels, you’ll gain experience and be able to spend points on a talent tree of sorts.  You’ll also be able to visit town and bless weapons, buy supplies, and etc.

Sang-Froid - Tales of Werewolves

There’s a lot to look at in the talent tree.

There’s a lot to take in at once, but once you get the hang of it, you’ll be swept up in its charm in no time.  I do think the game is a bit on the hard side at present, which may scare off the casual crowd.  If an easier mode could be introduced to where beasts are slower and less powerful, I think it would appeal to a wider audience.  I’m personally looking forward to seeing the final version of the game and what other features the developers intend to introduce.  It’s shaping up nicely and is very polished for a Beta.  It’s certainly something I intend to keep my eye on.

You can learn more about Sang-Froid – Tales of Werewolves by visiting their official site, here:


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