Video Game: Sang Froid Tales Of Werewolves
"I'll make stew from what's left of you, dagnabbit!"IRISH-CANADIAN LUMBERJACK-TRAPPERS DEFEND THEIR FEVERED SISTER
FROM WEREWOLVES SENT BY THE DEVIL
Now that we've gotten rid of the possible notion that the Canadian stereotype of being soft-spoken would apply to this page, more seriously...
Sang-Froid: Tales of Werewolves is a trap defense computer game by Artifice Studio. You take the role of one of two Canadian lumberjack brothers in the 1850s, protecting their ailing sister from the Devil's minions. By day, you plan defenses, set traps, and buy supplies. By night, you shift to a third-person camera upon the brother you're playing as and head out to trap, crush, impale, explode, shoot, and hack up anything that invades your land. Tales of Werewolves is the "Tome I" of a clearly planned series.
Basically, it is to Canada
just as Hostile Waters
is to Britain.
It got Greenlit by the Steam
community and was released in April 2013. They have a website
This game provides examples of:
- Always over the Shoulder: Bringing out your firearm puts the perspective to this.
- Animation Cancel: Drinking the consumables of the game (which are all alcohols) normally takes a second for the O'Carroll to chug it, but using them while sprinting or attacking with your axe just consumes it without having to deal being ineffective from an animation for a second.
- Badass Beard: Jacques◊ and Joseph O'Carroll◊ show you how it's done.
- Bad Moon Rising: A red moon heralds the coming of the Invisible Beast.
- Bear Trap: Works just as well on wolves, it turns out. (Technically, the game labels them as wolf traps, but clearly use the aforementioned trope's shape for it. They may be upgraded to do more damage and snare still enemies struck by it for a short duration.)
- Bilingual Bonus: Sang-Froid is French for fearless. And cold blood. As in blood on snow, as seen in the intro.
- Blood Magic: Josephine's blood ends up creating the Invisible Beast, and firing a bullet with some of her blood on it is how the O'Carrolls kill it.
- Boisterous Bruiser: Joseph O'Carroll.
- Boom, Headshot: Do it for bonus damage! Especially since you have to buy your own ammunition and your firearm reloads only slightly less slow than firearms of the 1850s did...
- Boring Yet Practical: Ziplines and bait. They don't kill anything, but the latter delays enemies and former lets you quickly get from Point A to Point B. Both are vital when you have three buildings under attack simultaneously. Bait also lures beasts into your traps.
- Booze-Based Buff: All consumable items are alcohols, from damage or stamina boosts to your general healing potion and Shout refresher. The game provides no possibility of drunkenness and its negative effects, we can only assume the O'Carroll brothers' Irish and Canadian ancestry creates a singularity of hard-drinking ability which ensures Never Gets Drunk for them.
- Clearly, few games are as Canadian as this one.
- Brains and Brawn: Done with Jacques and Joseph. Joseph is noticeably... brusque in his speaking while Jacques goes about it with more respect and tact. In technical terms, Jacques is only inferior to Joseph in-game, having less health and stamina. The implication is the drawback enforces the player (and thus Jacques) to require very precise trap placement to win their nights.
- Swapped around in their youths - Joseph was a frail kid forced to stay inside all day while Jacques took to trapping, hunting and going outdoors quite handily.
- Burn the Witch!: Most of the townsfolk think Josephine is one, which is why her brothers can't keep her in town to protect her from the wolves.
- Camera Perspective Switch: Usually, the camera is rotated with the Player Character being always a bit below the center of the screen, but bringing out your firearm (requiring for shooting or reloading it) changes the camera to Always over the Shoulder.
- Came Back Strong: Joseph O'Carroll was a sickly, frail child until his mother used healing magic to save his life. Now he's built like an ox.
- Combos: Three axe swings in a row knocks your opponent back to give you time to hit them again, hit someone else, or just try to recharge your stamina.
- Corrupt Politician: Mayor Napoleon. Tries to kill an O'Carroll brother with a poisoned drink to get rid of the "troublemakers".
- Deal with the Devil: The priest makes one with the Devil for Josephine, giving the O'Carroll brothers no end of grief. Papa O'Carroll also made one, although it's left vague whether he knew he was dealing with the Devil.
- Death from Above: One of the final traps the O'Carrolls can use is a mortar. It's expensive and only fires once on one point set the day before you can use it for your night's defence, but the area of effect is large enough to be practically everything on screen when fired and its damage is high enough to obliterate almost every enemy in the game in one-hit.
- Devil but No God: Averted Trope - while the Devil appears as an antagonist in person, a loading screen giving a profile about the Devil states out the existence of both the Devil and God as enigmatic beings. As well, the nun's blessings certainly seem to really work, and the Wayside Cross has to be powered by something (though the ghost who tells you to make them describe it as him coming to the O'Carrolls' aid)... God still doesn't make much of a personal appearance regardless, though.
- Do Not Run with a Gun: The O'Carrolls must stand still to shoot or reload their firearm.
- Exploding Barrels: You can place them as traps. Either light the fuse and run away, or just shoot them.
- Folk Music: Most of the in-game music.
- Good Scars, Evil Scars: Jacques has some scars on his face inflicted from a battle he fought in a rebel - he lives as a hermit out of fear that they will implicate him of his being a rebel.
- Goddamned Bats: Will-o-the-Wisps. They have low health and weak attacks, but they ignore most of your traps (and all of the place-and-forget ones), are one of the few ranged attackers in the game, are resistant to non-holy weapons, often travel in packs, and can burrow underground to regain all of their health. To top it all off, they don't even give you money from killing them!
- Gone Horribly Wrong: The Devil tried to make a love potion for the priest so Josephine would fall in love with him. He got the formula wrong and turned the priest into the Invisible Beast instead. The Beast promptly ate him.
- Graceful Ladies Like Purple: Josephine's clothing is dark purple, and clearly nowhere near the manliness of her lumberjack-trapper brothers. This'll be difficult for the player to note if they don't think about on her first appearance since afterwards she's covered in heavy blankets on a bed.
- Holy Burns Evil: Wayside Crosses slowly burn diabolic beasts, and blessed weaponry does extra damage against them.
- Idiot Ball: The Devil. He botches a love potion, turning the priest into the Invisible Beast prophesized to destroy the entire region. You'd suspect he did this on purpose, but the first thing the Beast does is eat the Devil as he screams in terror.
- Idiosyncratic Difficulty Levels: Normal mode is also named for Joseph O'Carroll with hard mode being also named Jack O'Carroll. The difference of the difficulty levels are the character you get for them mentioned respectively, and Jack has less health and stamina than Joseph.
- "I Know You're in There Somewhere" Fight: Done with the help of some holy water when the Devil turns your brother's soul into a werewolf.
- Infinity+1 Sword: The axe made from Saint Crapauld's old sawmill blade. It's magical, and thus effective against every kind of enemy. You'll be always using it once you get it.
- La Résistance: In Jacques' backstory, and the reason why he's living alone in the middle of the woods - it failed.
- Limit Break: Doing damage with your axe charges up Rage to unleash in an attack that knocks enemies down and does more damage than a normal hit. The skills tree allows you to choose to unlock a greater potential pool of Rage which is more consumed at once to do a more powerful Rage attack.
- Loud of War: You can shout to scare beasts, draw them to you, or lure them into traps.
- Kill It with Fire: Your axe is aflame whenever you have Rage. Otherwise, Downplayed Trope as the traps using fire are all used for scaring off enemies instead of actually killing them with its fire.
- Knockback: Happens to enemies struck from third consecutive axe attacks, Rage attacks, or from traps activated. Take advantage of them!
- Manipulative Bastard: The Devil.
- Magical Native American: The O'Carroll's mother was an Innu seer, and Josephine inherited her gifts. Also, the Maikan shamans. The usual connotations of the trope however is largely averted due to the presence of other Native American characters who do not have these powers - Josephine and her mother are especially unique.
- Mighty Lumberjack: The Video Game.
- Actual lumberjacking is an option in the game - action points can be used to harvest lumber for money instead of setting up more defences.
- Mook Chivalry: Exploited Trope for a gameplay mechanic! Fear Factor are numbers that indicate are an enemy's willingness to attack you. When it equals or surpasses the Player Character's, the enemy attacks. The enemy's can be reduced by causing effective damage to them or using Shout against them, allowing the player potentially stop enemies from attacking and being free to wear down enemies in spite of being outnumbered. The mechanic is further affected by potential boosts to Fear Factor (such as using the Bonfire trap) or enemies becoming "Enraged" which causes them to attack continuously and be immune to the Fear Factor system.
- More Dakka: Largely Averted Trope as the game's firearms are early ones - the kind that only holds one bullet before you then have to reload slowly. The most the game has is one gun which can fire two shots before having to be reloaded (the Remington Double Musket).
- In more technical but less in the spirit of the trope terms, more expensive firearms do reload faster, and the Marksmanship skill also helps speed reloading. However, the O'Carrolls will still pretty much only be able to fire about two shots before enemies get close enough to attack without other things hampering them at best.
- Money Spider: Most enemies killed give you money... but the likes of the Will-o-the-Wisps and wendigos however, do not. As the money earned from the night off enemies cannot be spent until morning anyway and the enemies who give you money off their deaths are wolf-like creatures, it can be inferred the money is earned from the O'Carrolls selling fur taken off the dead enemies, which would also justify the bigger enemies giving more money as their larger bodies would provide more fur.
- The Musketeer: The personal weapons of the O'Carroll brothers are an axe and a long firearm.
- Never Gets Drunk: The alcohols which serve as the game's consumable items never cause negative effects, in-game or in cutscenes. The time the mayor's drink conks the playable O'Carroll out doesn't really count, as it's apparently actually the poison in it which drops them.
- Nice Hat:
- The Devil is never without his top hat. After he gets out of the Invisible Beast's corpse, the first thing he does it put it on.
- Jacques wears a tailed fur cap while Joseph wears a woolen tuque.
- Our Werewolves Are Different: The actual werewolves are wolves possessed by corrupt human souls & controlled by the Devil. The Maikan look like werewolves, but are indigenous shapechangers who can talk, have a different weakness, and fight the O'Carrolls because they think they attract evil. The former is actually resistant to silver while the latter is only vulnerable to weapons made of it.
- Protection Mission: The general gameplay where the player prepares defences and plans in the day to defend buildings from supernatural creature attacks until all enemies are dead for the night, with occasional other smaller objectives after the main Protection Mission of the night is done. If any building falls, the night is lost. Unlike other Protection Missions though, as the game goes on, the buildings will become fairly far from each other and enemies will usually attack them simultaneously, thus requiring the player to plan out how to slow/stop/distract enemies in such a way that all the buildings can survive long enough for the player to kill all of the enemies.
- Red-Headed Hero: The O'Carrolls!
- Saintly Church: Although the local priest is in cahoots with the Devil, the local nun is your source of blessed weapons. Later, she takes care of your wounded brother and gives you holy water to free his spirit from the werewolves.
- Satan: The Devil. Here he prefers to work through subterfuge and minions.
- The Savage Indian: The Maikans. Even though the Innu tribe consults them for advice, the Innu chief calls them hotheaded and is wary of them. Justifiably so, as the wendigos summoned by the Maikans to kill the O'Carrolls also kill many of his tribesmen.
- Sequel Hook: Papa O'Carroll made a deal with a "doctor" to save his daughter's life, in exchange for his children doing the "doctor" a favor later. In the ending, the Devil says he will "remind his debtors of their due".
- Shorter Means Smarter: Jacques is the brains of the two, and he's shorter than his brother.
- Shown Their Work: The various liquors, rifles, and axes you can buy? They actually existed back in 1850s Canada.
- Schrödinger's Player Character: Averted Trope - the brother who you do not play as stays in Jacques' cabin taking care of their sister through her fever.
- Siege Engines: The O'Carrolls can eventually create a small ballista for defences. It only fires once and does much less damage on subsequent hits to multiple enemies, but its high damage makes it the singularly most effective trap to use against a wendigo.
- Silver Has Mystic Powers: Mystical beasts, like the Maikans and wendigos, are vulnerable to silver.
- Silver Bullet: You can buy them. Also somewhat subverted: mystic creatures such as Maikan are vulnerable to them, but werewolves aren't. You need to use holy bullets against the werewolves.
- You may also get silver axes to fight against mystic creatures.
- Sinister Minister: Makes a deal with the Devil, giving him custody of the town's souls so he can kidnap his love Josephine. Later gets turned into the Invisible Beast of legend.
- Sprint Meter: Also used for melee attacks. Run or fight for too long and you will need to catch your breath for a few seconds. It also recharges faster if it is not completely drained.
- Staring Down Cthulhu: An achievement requires you to intimidate the end boss from attacking you for 5 seconds. He literally ate the Devil whole, by the way.
- The Strategist: Jacques O'Carroll. He doesn't have his brother's strength & endurance, surviving mainly on traps, cunning, and a few well-placed bullets.
- Swallowed Whole: The Invisible Beast eats the Devil. He's seen ripping his way out of the Beast's stomach in the ending.
- Sword and Gun: Well, Axe And Gun. Those serve as the O'Carroll brothers' personal handheld weapons.
- Teeth-Clenched Teamwork: The O'Carroll brothers didn't depart on good terms, and only work together by the circumstance of being forced to protect and nurse their sister.
- Terror Hero: A game mechanic. If enemies fear you, they'll wait before attacking, giving you precious seconds to reload your rifle or catch your breath. With a bit of work, even wendigos and the end boss will hesitate before attacking. The latter is an achievement if maintained for 5 seconds.
- The Gods Must Be Lazy: The Devil turns a town's souls into werewolves every night to capture a woman. God, however, doesn't make an appearance anywhere, though the blessing of one of his nuns on your weapons work very well against said Devil's werewolves and a ghost whose soul gets absolved becomes able to help you against your enemies temporarily through the Wayside Cross trap.
- They Have the Scent: Your enemies can smell you, shown as an indicator on the minimap into the direction of the wind blowing. The size of the indicator varies on the night.
- Top-Heavy Guy: Joseph is a mountain above the waist. His legs, however, are not as large and about the same length of his upper body when the scale of length for legs to upper body tends toward 2/3-1/3 for most people.
- Turns Red: Enemies can be enraged after taking damage, rendering immune to Fear Factor mechanic.
- Wolf Pincushion: Spike traps.
- We Used to Be Friends: Jacques and Joseph' relationship went sour after Jacques chose to rebel against the government for humanistic reasons while his brother had no interest in such high-minded goals. The Player Character, finding the other brother unconscious and having lost a lot of blood, will beg of them to stay alive and admit they work well with them, implying they'll be up to reconcile after it's all over (the two brothers will not do so explicitly in the game, though).
- Why Don't You Just Shoot Them?: Your rifle only holds one bullet at a time and takes several seconds to load. You might shoot the first werewolf, but the werewolf right behind him will rip you to shreds. In this case, it's better to just shoot the net holding a ton of boulders over them.
- Worthy Opponent: The Maikan decide to leave the O'Carrolls alone after the brothers fend off their assaults, proving they have the spirit of Innu warriors. They even give them some advice on how to kill the Invisible Beast.