The Complete Idiot's Guide to Werewolves (28 page)

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Authors: Brown Robert

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BOOK: The Complete Idiot's Guide to Werewolves
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In the end, Werewolf comes face-to-face with the evil Dr. Faryan, who immediately drinks some crazy concoction of werewolf juice that he whipped up in the lab. Of course, now he turns into a werewolf, too … only he has giant blades for arms (unlike you) … because he’s a
mutant
werewolf … that makes sense, right?
Werewolf: The Last Warrior
may not go down in history as one of the greatest games ever to bless the many consoles of the Nintendo Entertainment System, but it is certainly good for a laugh or two.
Wolfchild
The game
Wolfchild
was developed and released by Core Design Ltd. in 1992. Several console-compatible versions were created for a plethora of systems such as the Sega Genesis, Super NES, and Atari ST, to name just a few.
Wolfchild,
like many werewolf games of its kind, is of the side-scrolling, “beat-’em-up” style.
 
The story of the game follows the adventures of Saul Morrow to rescue his kidnapped father, Dr. Kal Morrow, who is a genetic scientist specializing in human-animal hybrids (because, apparently, you are supposed to believe that such a field of science exists). Saul’s entire family was murdered during the kidnapping, which was carried out by a terrorist group called CHIMERA, leaving him as the sole survivor.
 
Using his father’s experiment notes, Saul manages to find a way to transform himself into a wolf-man hybrid (though apparently only in certain circumstances because he only changes when a certain number of the right enemies have been defeated). With his new powers, Saul Morrow heads out on a mission to save his father and take his revenge on CHIMERA for murdering his family.
Wolfsbane
The PC game
Wolfsbane
was developed by Moonlight Games and released by Merit Studios Inc. in 1995. The game was meant for DOS- prompt computers, a now-defunct operating system that required the user to type in routing and execution in order to open and operate its programs or software. While the game had a “point-and-click” style of play, the computers it was designed for certainly did not.
 
In
Wolfsbane,
players assume the role of a traveling merchant who is attacked and bitten one night by a werewolf. He survives but now has the curse of lycanthropy. The goal of the game is for the player to follow clues and solve puzzles in order to discover a cure for the merchant’s werewolf curse before a set time limit expires.
The Beast Within
In the 1990s, third-person interactive games were considered a breakthrough in gaming. Unfortunately, however, the “interactive” part was usually limited to pointing and clicking on one choice from a list of options. While this allowed the game to have several possible outcomes, the player could not directly influence or take part in the resulting action sequences after each choice. These games used combinations of preshot video clips of live actors that linked together like a movie that could have a number of different plot twists and, sometimes at least, different final outcomes.
 
One such game was called
The Beast Within,
which was the second installment of a series called
Gabriel Knight Mystery.
The game was developed and released by Sierra On-Line, Inc. in 1995. The main character of the game, Gabriel Knight, looks and acts sort of like a mix between the detective Sherlock Holmes and a younger Abraham Van Helsing. The plot explains that Knight is descended from an ancient bloodline of “shadow-hunters,” men who are destined to battle the forces of evil.
 
After the first game, Gabriel Knight moves to his family’s castle in Bavaria. Shortly after settling in, a group of local villagers come to him and beg his help. They explain that a little girl from the village was mauled to death by a wolf, and they believe the wolf is actually a were- wolf. Knowing that Gabriel Knight is a shadow-hunter, they ask him to destroy the creature. His investigation leads him into a shaky alliance with an ancient Bavarian group of monster hunters, aptly named the Hunter Society.
Underworld: The Eternal War
Based on the
Underworld
movie franchise,
Underworld: The Eternal War
was developed by Lucky Chicken Games and released by Play It Ltd. in January of 2004, soon after the successful run of the first film of the series. The game is designed in the now rather popular “third-person shooter” format. This means that the player controls the firing and other actions of the played character from an elevated view.
 
Underworld: The Eternal War
offers the player a choice between the two sides of the war between vampires and werewolves, on which the movie plots are based. On one hand, the player can choose to be the werewolf-killing vampire Selene. On the other hand, the player may choose to be the powerful werewolf named Raze. As far as game play goes, this one is very much a “shoot-’em-up” but with three dimensions of movement thanks to the wonders of modern gaming technology.
White Wolf’s Werewolf RPG Series
Probably the most popular werewolf-based role-playing game in history began with
Werewolf: The Forsaken
from White Wolf Publishing.
 
The developers of this game went all out in order to create a new and unique depiction of werewolves. The game offers a number of different werewolf types and tribes in order to suit the tastes of just about any lycanthropy enthusiast.
 
In the game, the werewolves refer to themselves as the “Garou,” which was taken from the obscure Frankish term that is the latter root for the French word for werewolf,
loup-garou.
These werewolves, much like the werewolves of
Twilight
and
Underworld,
consider themselves to be natural and sworn enemies of vampires. The player creates his or her own Garou character, using any combination of elements that ultimately make up the said character’s conception, origins, background story, and tribal affiliation.
The Savage Truth
In recent years, White Wolf has phased out the original
Werewolf
game guides and replaced them with a new, more universal system called GURPS: Shapeshifters. GURPS stands for Generic Universal Role-Playing System. Since the new game system allows players to choose from a vast array of shapeshifters,
Werewolf
was slowly pushed out. These days, old copies of the original
Werewolf: The Forsaken
and
Werewolf: The Apocalypse
guidebooks can sometimes be found in certain bookstores, comic stores, or online.
The game first offers gamers a choice of three possible origins (or “breeds”) for their werewolf characters, which are as follows:

Homid:
This title refers to werewolves who were raised in human society, totally unaware of their lycanthropy until they experienced their initial transformation. This is the most commonly found breed of the Garou.

Lupus:
These are werewolves raised almost like natural wolves, mostly in the wild and away from people. They don’t fit in very well among humans, often sticking out like sore thumbs. Many werewolves of this breed do not even speak a human language, and usually they are hostile toward humans, believing that most of the world’s ailments are caused by them.

Metis:
This title refers to the sadly deformed and sterile offspring that often result from a mating between two werewolves. They are not as civilized as the Homids but not nearly as wild as the Lupus. Unlike the other two breeds, however, their wolf-human forms are permanent, and they are incapable of shapeshifting.
Once the player has chosen his character’s origin, it is time to choose a tribe. The Garou are divided into 13 primary tribes, thus allowing the player an even larger field from which to choose a group that suits his personality, beliefs, or tendencies. The tribes of the Garou are as follows:

Black Furies:
An almost completely female tribe of tough warriors, they only allow males among them if they are of the sterile Metis breed.

Bone Gnawers:
Basically, werewolves that live and act like homeless people.

Children of Gaia:
A peaceful tribe that seeks to secure a unity between all the Garou, regardless of breed or tribe. However, if forced to fight they do so with all the fervor of religious fanatics … because that’s what they are.

Fianna:
This is a tribe of werewolves from the Celtic regions, most well known for being partiers, storytellers, and
very
heavy drinkers. However, they are also the keepers of much of the Garou’s lost or forgotten myths.

The Get of Fenris:
Basically, think werewolves mixed with Germanic Vikings. Some members of this tribe hold to the German fascist beliefs of the recent past.

Glass Walkers:
This tribe of werewolves behaves more like a corporation. Glass Walkers really dig technology, and as a result they have very strong connections with the human world … from corporations to organized crime.

Red Talons:
This tribe is militantly antihuman, so it does not allow Homid-bred members. They believe that the only way to heal Gaia (what we would call “Mother Earth”) is to wipe humans off the face of the planet.

Shadow Lords:
This tribe seeks to assume leadership of the Garou and hates the Silver Fangs who continue to claim that the old traditions of birth give them the right to assume that role no matter how poorly they execute it.

Silent Striders:
Werewolf gypsies … enough said.

Silver Fangs:
In the past, this tribe led the Garou. According to tradition, they still do. However, inbreeding with too much human nobility has led their later generations to be fairly incompetent.

Stargazers:
A rather small tribe that consists primarily of converts from other tribes. Think werewolf hippies and you get the idea. However, they are not bad fighters since they are the only remaining keepers of the Garou’s lost tradition of martial arts.

Uktena:
This tribe was originally Native American, but it has long had an open policy for taking in members from immigrant minorities who came to the New World. They are thought of by the other Garou tribes as dangerous mystics who too often mess with things they shouldn’t.

Wendigo:
This tribe is purely Native American, and they hold a longstanding grudge against European werewolves for taking part in the confiscation of their lands. They tolerate the Uktena tribe and Silent Striders, but werewolves from any of the other tribes are met with violent hostility. They have a special dislike for the Get of Fenris, Shadow Lords, and Silver Fangs.
BiteFight.org
At the free online community game site
BiteFight.org
, players can join the ages old war between werewolves and vampires. With nothing more than a computer and e-mail address, anyone can join the
BiteFight
network.
BiteFight.org
was developed and continues to be hosted by the German gaming-technology company Game Forge AG.
 
After joining, players can choose to fight as either werewolves or vampires. Both character types come with their own set of skills, strengths, and specific weaknesses.
BiteFight
players must learn how to effectively capitalize on their own strengths, as well as to take advantage of their enemy’s weaknesses, in order to succeed in the online world of the game.
 
Once their character types have been chosen, players must decide whether to play independently or to create or join werewolf/vampire clans of their own. One of the primary aims of the
BiteFight
game is to become a part of a powerful clan, either by gaining membership or by creating and recruiting other players. The more players, and more powerful players, a clan has, the more powerful it becomes and the higher it is ranked on the network.
Wolf Team
In June 2009, the game development company Softnyx released their online werewolf-based game,
Wolf Team
. The
Wolf Team
game, once it has been bought and downloaded, allows players to assume the roles of French werewolf mercenaries on the run from the French military. Players must gauge between fighting in their well-armed human or strong but savage werewolf forms, using their judgment to decide when and if they should use their more powerful werewolf forms.
 
The
Wolf Team
story explains how a pharmaceutical company, while researching the development of a new antibiotic, stumbled upon a serum that could allow a certain amount of the world’s population, those with a specific genetic makeup, to transform into werewolves. The French government took possession of the serum and recruited skilled soldiers with the right genetic makeup from all over the world, using them to create a team of werewolf super-soldiers, which they dubbed “The Second Foreign Legion.”

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