I don’t get to discuss my culture as much as I’d like to on this blog. The province of Quebec is home to many notable studios, large and indie. I make a point to mention it when I know a game I’m reviewing was Made In Quebec. But even then, very few games show our folklore.
Plaid shirts, beards, axes and determination are a mandatory part of the package. |
Sang-Froid: Tales of Werewolves was developed by Artifice Studio and released on April 5th, 2013. Its story was co-written by Quebec author Bryan Perro, known for the Amos Daragon and Wariwulf book series and a major advocate of our folkloric tales for the world at large. The game is now free on Steam and GOG, though I reecall purchasing it several years ago.
Don’t expect us to put on the kiddie gloves. We’re showing our mythology, warts and all. Pack your winter gear, there’s gonna be a lot of snow. Silver bullets and holy water might help, too.
Sang Froid, lit. Cold Blood
In the introduction, we witness a man, Doctor Lamontagne, killed by wild beasts before he could find the refuge of the nearest cabin. When we begin playing, we choose one of the two Irish-Canadian O’Carroll brothers: Joseph (Jos) or Jacques (Jack). Jos, a big, burly guy, has more stamina and higher base attack, while Jacques is more lacking in both. Jos is the normal difficulty option, and Jacques, the high difficulty one.
Considering what we're up against... I'm gonna go with the muscle. |
Nothing worse than the rumor mill of an uneducated, God-fearing, bigoted 19th century village. |
When it comes to men of faith in French Canadian folklore... for every one that’s presented as a decent person, two more are either power-hungry, hypocrites, perverts or ready to sell their soul to Satan to get what they want. Or all of the above. Reading into our myth will make you think that we have a complicated relationship with religion. Well, that impression is 100% correct. Why do you think we have been using the words of the church when swearing?
"Boom, headshot" works here; aim for the head, you'll do more damage. |
Defend your cabin like your entire family lives in it! ....Which is exactly the case right now! |
The moment the priest stopped thinking with his head, he became a prime target for evil. Satan is everywhere in our mythology. |
Thanks to Joséphine’s visions, the O’Carroll brothers can prepare. This is the Strategy Mode, which opens before each night. In it, you can check the current map (it occasionally updates when new places are found, or paths open). You can view each wave of enemies, where they’ll spawn, how many there are, what their target is, and the path they’ll take. A new wave won’t begin until the enemies of the previous wave have all been killed.
That's just the starter map. Wait till you see what it looks like at the end of the game. |
[Tué de] Sang froid: Exp. “ [murdered in] cold blood”
Always remember the path the enemies will take. That werewolf deserves to have its foot in a wolf trap. |
You later unlock:
By the endgame, you have a decent network of ziplines to get anywhere decently fast. |
-A bonfire, which increases your fear factor when you’re near it;
-Fire walls, which will force enemies to reroute around them. You cannot block a path entirely, but you can direct enemies dirently into your traps;
-Magical towers with area-of-effect uses, like a Holy Cross (damages unholy monsters over time), or a sacred tree that releases several magical blasts which can harm any enemy;
-Heavy artillery: A barrel of explosives, which you can light up or shoot at to blow it up and harm everything nearby; a ballista, which hits for massive damage; and a mortar, which will kill everything on a spot on the map, but it must be activated from elsewhere.
The red bars? That's the fire walls. You can make these enemies run all over the place looking for their target thanks to those, they're useful all the time. |
At the end of a night, you earn experience points. You gain a skill point when you level up, and you spend your points on a screen to improve your base skills (ex. Stronger shout, faster reload), stats (HP/stamina), or the efficiency or attack power of your traps. Skills are locked behind level requirements. You’ll never have enough skill points to unlock everything, so choose wisely.
More strategic elements are added over time. Thanks to the mini-map, you can see a circle noting the area in which your sounds are heard by enemies; and the direction of the wind, as several beasts can track your smell thanks to it.
You eventually unlock the town of Wolvesvale, where you can buy:
Eau-de-vie, caribou and bagosse, I'm boozed up and all set to beat up some wolves from Hell. |
-New axes at the Blacksmith;
-And new firearms at the general store, as well as bullets (which, like axes, can be blessed at the convent to deal holy damage).
We also unlock access to the Mashteuiatsh Amerindian reserve, where you can buy equipment items (you can wear 3 at a time), more axes, and silver bullets (effective against the most powerful monsters).
Oh, and lastly: If you fail a night, you have the option to restart at twilight, after you’ve set all of your traps, or at dawn, so you can start from scratch.
Wolf Nights
We meet our first werewolf at the end of the second night. With only 20 levels, there’s no time to waste. No night happens without the story advancing. I think it might be interesting to note that, although the story is presented in English, players from Quebec will recognize our regional expressions, translated directly to English. As an example, a loading screen explains that Wolvesvale is led by the mayor and the priest, two “hard-heads” (“têtes dures”, for more appropriately translates to “stubborn ones”). It’s fun to spot these expressions.
You guys too? With the werewolves, don't we already have enough crap to deal with as it is? |
On the sixth night, we are introduced to the Maikans, spirits who turn into beasts and defend the “sacred land” from the white intruder. Prophecies have foretold the arrival of a monster known as the Invisible Beast, tied to the O’Carrolls’ presence. They intend to chase away or kill the siblings. Maikan warriors aren’t affected by multiple trap types. Oh, and spell-casting shamans later join the warriors.
The shaman is brooding. I sense an antagonist. |
After rescuing the blacksmith’s daughter lost in the woods, the brothers are visited by a “doctor” (actually the Devil). He tries to get Joséphine taken to the village, but the brothers prefer to keep her safe with them – so instead, he takes a blood sample. For “tests”. Following this, will-o’-the-wisps are added to the roster of enemies; unaffected by fire walls, love to attack in groups, can hide in the ground to regain health.
Damned wisp packs. |
Sorry about the weird framing, I realized too late that OBS captured the game wrong, and I didn't feel like doing three hours of levels again. |
Sang-froid: Exp., “Courage”
....Guess the Invisible Beast just wasn't threatening enough. |
It IS a nice treehouse. It looks cozier than the cabin. |
We also learn that Phidias keeps in his mill a cursed saw that could slice through anything. It’s been attracting monsters. He hands it to the brothers, who take it to the blacksmith who, as thanks for his daughter being rescued, forges it into a new axe, the most powerful in the game (and the only one that can hurt the Beast). Two keys down.
No so tough after all, huh, you punk? |
Ussimashk is mad that Mishtamatsheshu still refuses to help the O’Carrolls. The wendigos slaughter people both white and First Nations, no discrimination, so the threat goes beyond racial spite. The Chief fires his shaman, who sides with the Maikans. Meanwhile, the Devil has brewed a potion with Joséphine’s blood, and has the priest drink it, turning him into the Invisible Beast. It overpowers the Devil and eats him. That's the holiest thing this priest has done!
No items also means no attack boosts or health increase. Good. Luck. |
Your character goes to the village and is invited for drinks by the Mayor, manipulated by the Devil. This turns out to be a ploy to poison the O’Carroll brother. This leaves your character MIA for this night, forcing you to play one night as the other brother, who has no skills, no items, almost no money, and no access to the village since he can’t keep Joséphine alone. However, all traps are unlocked. Awesome concept in theory, as it’s bound to be challenging. In practice, it’s the hardest level of all, since you can't rely on many of the tricks you're accustomed to. Setting your traps right will be vital. In Hard Mode, where Jos substitutes for Jacques, it’s probably a little easier, but not by much.
I don't think it'd be much better if the roles were swapped. As they are in Hard Mode. |
The brother is taken to the village and we're given some holy water. One of the last werewolves fought in the next level contains the other O’Carroll’s soul. You use the glasses to spot the soul, then must incapacitate that werewolf and spray holy water on it.
I did tell you we'd need holy water! |
I also did tell you that we fought demons here |
Joséphine is doing better now that the threat is gone. The brother takes her to Wolvesvale to see her other brother. Meanwhile, a hand rips out of the Beast’s corpse, and the Devil emerges, unscathed... despite being eaten alive. We get a flashback to Joséphine’s birth; Mani-Uapikuan wouldn’t survive, so daddy O’Carroll made a deal with the Devil. His wife died, but her vision power was transferred to her daughter. The Devil heads out, to collect his due... from the brothers themselves.
He's the Devil. You can't kill him for good. He'll come back. Maybe he should leave the O'Carrolls alone, though. |
End of Tome I. There hasn't been a Tome II yet, so I hope you don’t mind the cliffhanger...
Final thoughts
Holy crap this was a long one. I’d been hoping to play it for a while, and I’m glad I did. I’m disappointed Tome II hasn’t yet been made (though Artifice Studio does have a game in the making), but I do hope it eventually happens, as Sang-Froid is an excellent title.
Dude hated the O'Carrolls so much, he sided with the spirits who summoned human-murdering wendigos. FFS. |
Though if you’re here for gameplay, you won’t be disappointed. This is one of the most unique strategy games out there. I don’t recall seeing this elsewhere. You’re not just setting up your traps and seeing whether they worked. No, you go out in the field and fight, as well. I love the variety in traps, I love that those left unused will still be there on following nights. I love that gradual difficulty of not only having more places to protect over time, forcing you to devise complex strategies, but also having to consider the weaknesses of the various enemies.
On the plus side, you can customize your experience as much as you want, level limits notwithstanding. |
Don't expect a Call of Duty game set before WW1 anytime soon, lest you want long firearm reloading times. |
Some alcohols were never used, others were used all the time. Caribou, the attack boost, was so OP that it let me kill even Wendigos quickly. The same can be said for tools and traps. The early options are useful even into the endgame. I also became an avid user of the sacred tree, which killed damn near everything for me. Opposite that, I barely used the bonfire since I rarely took Fear into account, the Holy Cross is fun but ineffective against too many common enemy types, and the mortar always required too much money and energy that I could spend elsewhere. Youir choices depend heavily on your playstyle.
The game has about 10 hours of content. The story changes slightly depending on difficulty, so there’s an incentive to play it twice. One downside: If you want to replay a previous level, you can, but you must restart progression from there, for some reason. It might have been great to include a sandbox mode with customizable enemy waves and strategy options, as when I finished the game I was itching for more.
I would say Sang-Froid is worth your money, but it’s now available for free on both Steam and GOG. Go get it. It’s free, it’s worth your time, and if Tome II is ever made, then you’ll be ready for it.
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