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Winter is coming, so it must be time to play Sang-Froid again

Winter is coming, so it must be time to play Sang-Froid again

Winter is coming, so it must be time to play Sang-Froid again
Nov 26, 2023 1 min, 4 secs

I'm shutting the window in the room where I work at 4.30 each afternoon when my neighbours switch on their inflatable Christmas dinosaur which plays the same few bars of Santa Claus is Coming to Town on a loop, and I'm getting Sang-Froid: Tales of Werewolves back on my PC.

Sang-Froid, then, belongs with that line of poetry my old lecturer told me, along with such strange, frosty classics as The Wolves of Willoughby Chase and Masefield's magnificently weird Box of Delights.

And a lot of the stuff you place during the day aren't really traps at all, but towers and ziplines to allow you to get around quicker, or bonfires to give you a bit more time before the enemies attack.

It gives you a lot of information upfront: you learn which wave enemies are attacking in, how many there will be and what types will be arriving, and you can even see the routes they'll be taking each night.

But that splinter of genuine wildness at the center of the game - its panting, sharp-toothed wolfiness - allows Sang-Froid to cast a singular spell on players.

Few games are capable of leaving you feeling so thuddingly defeated: out of resources and out ot time and out of ideas, suffering economic and spatial collapse.

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