Trash, complete and utter trash. Only thing I didn't like too much is the cinematics sometimes, they're pretty weird. Even if you dont really like the supernatural elements like I do. The game consists of two phases. Having to plan ahead is what makes this game so amazing.
Not recommended for people, that can't play without super cool graphics. The game starts off easy, then around level 6 or whatever level ziplines are introduced it gets impossible. Fighting through waves of werewolves and demonic creatures sent by the devil himself becomes enjoyable but still a challenge at the same time which results in a nice balance not often found in an indie game. I haven't finished the game yet more than half way through , but I can tell this was made with both love and care. Whilst this As a big fan of defence games, I was pleased when I stumbled across this game a couple of months ago when it was available as a beta on Steam. Really haven't been this pleasantly surprised in a long time.
The planning phase is great fun and then executing on your plan is a blast. It plays like the love child of Orcs Must Die! In all other cases Sang-Froid: Tales of Werewolves is a must-buy for all lovers of tower defense games. The campaign, while decently long it took me a bit over 12 hours to finish it , doesn't have a ton of replay value. Highly recommend especially for the price. While some may find the story, voice acting, and animation to be tacky or dull, it is actually rather stylistic and adds a quirky sort of charm to the game. That's how trading goes - no risk, no profit. There is no ultimate weapon for any enemy.
The folk music really sells the game's setting. After all, I gave it an 8. Someone out there is eventually going to do this right. You can also use sound and smell to lure enemies into your traps. However, as bad as it is, you can tell they didn't just phone it in: Their are a few moments where you can really tell that they tried their very best. The Canadian wilderness can feel truly desolate and bleak, and the Tutorial guy is wonderful.
It is senseless to attack the graphics or voice acting. Actually I had read this info about the game before playing it, but never imagining it will works as good as it happened, the story isn't the most powerful aspect in this game, but it did the job for introducing the charcters and game world. It seems that just as you get all different toys and traps that the game has, it's almost over. The big professional groups like Creative Assembly and Firaxis could learn something from these guys. Some developers will do this when they are working on a new game example: Sang Froid Part Deux.
The colours suit the story and surrounding environments very well, with most of the surrounding forest hidden in darkness and shadow, providing a slight hesitancy when roaming along the snow white paths in the immediate area. It took me 7 hours to complete the game on Normal difficulty. Buy it for the traps and combat. Gameplay is about defending your environment from several waves of attackers using traps of various kinds, and your trusty axe and rifle. Great trap synergy, a vast skill tree and a well thought-out preparation system allows for some fantastic strategizing and variation of gameplay. You will have to really think it over which enemies you want to kill first and which ones you want to delay for example. Totally recommended for those, who want to try something different.
The intro music on the loading screen actually became one of those tunes that sticks in the mind long afterwards, with its upbeat and cheery folk music. I don't want to discourage people away from the game though. Sang-froid falls a bit short due to it only having a good 8-12 hours of gameplay and standard replayability. The game's story has the same pacing. There are tactical elements in order to prepare for the next battle. Some nights you blow throw with ease while others rely on luck to survive rather than strategy. You can't set new traps between waves, either; instead, you view your enemies' numbers and paths during the day, concoct a plan, and set up your traps before night falls.
You gain experience and levels which are used to gain skills - there are enough skill choices that you can customize your play style accordingly. And for a game that supposedly has a known writer on board, I haven't encountered anything that's tried so hard to put me to sleep in a while. Get it, play it, and give the developers feedback so that they can make it better. Then there's the brilliant game desing whit new mecanics that will be stolen by other games for sure. No word on it on the store page, no news announcement, not even a pinned discussion. It cloud get a 10 if it improved a little in some areas. Each area is large enough to provide a true sense of scale, with various collectables available to find, machines that need to be shut down, or underwater wildlife to be rescued.