She essentially has double the fire power and a limited ability to let the echo take all the aggro. Now she can go up the hill again fighting alongside the echo of her earlier actions. When Teagan gets into danger, the breach pulls her back to the spot at the bottom of the hill and also to the time that the breach was set. Again, this is Sang-Froid, but with twists. Tower defense, but you're also down on the map yourself getting stuck in. Creating a time breach at the bottom of the hill, Teagan can run up the hill and start zapping the creeps with magic. This is a problem, because Teagan's one HP means she'll quickly be overwhelmed by the mob. Soul Sight is for plotting, and the first plot to handle is a bunch of creeps advancing from the east, ready to pile on down a hillside to where Teagan's currently standing. It's like Sang-Froid all over again, but the snow is replaced with grass and heather, and the horizon has been massively expanded, and while I'm weak I also feel dangerously powerful. There are two points to defend on this map, two characters I need to protect from waves of creeps whose paths are marked in red arrows. The map I've seen is a beautiful place, mountains and valleys, gentle slopes and spindly bridges. But what a canon! Put that one HP thing aside for a second and consider Soul Sight, a fundamental skill that allows her to leap from her body on the ground and zip into the sky to move over the game's rugged, rambling map and plot the mayhem to come. Magic is real and frightening stuff, and monsters are on the prowl, spreading out across the green and craggy land and cankering everything they touch. Witchcraft is real in this version of Scotland. Wicca's set in Scotland in the 16th century. And also, oh jeepers, she can control time. Your character, Teagen, has one HP in Wicca. And once again it's tower defense taken to places that almost nobody would ever think to take it. And once again it's tower defense for the PC. Wicca is, once again, a dream game for me. I am terribly, terribly excited about Wicca, even if it means that I now have to try and tell you what Wicca is. I am pretty sure this is what excitement feels like. A glimmer that I might just get what's going on. God, I have watched the Wicca trailer so many times by this point, delighted confusion giving way to something that feels like the dawning of understanding, the instance of the fingerpost. And suddenly we're going to need that DeLorean. He's created Autoexec, a new outfit, and he's back with Wicca. Now Vincent Blanchard, one of the small team at Artifice, has gone his own way. Sang-Froid was the work of Artifice Studios, who went on to make Conflicks, another unique and almost indescribable strategy game, this one about space armadas and eggs. Man, it was so exhausting! A game about never having enough time, enough money, enough energy left in the legs and arms. It was so cold to play, so overwhelming and exhausting. Its enemies felt canny and cruel and genuinely non-human. It was tower defense reimagined in such a weird, defiant, personal way. Sang-Froid was tower defense, but it was tower defense in the same way that a DeLorean is a means of getting to the supermarket. Every night, your planning collides with reality as werewolves descend and try to destroy you. Every day you earn money and build your defences and lay your traps and plan your strategies. It's the 19th century and you're up in Canada in the wilds of winter. Sang-Froid: Tales of Werewolves is as close as I've come to a dream game, a game made purely for me. Sang- FREUD? San- Fwah? I cannot say Sang-Froid, but also I have never been able to stop talking about it.
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