I'm curious how Werewolf has been reenvisioned. I feel like the old Werewolf game was never fully realized, despite tons of supplements and plenty of sales.
The game has one rule over forgotten that all Homid Garou that spend time with normal humans will lose one of their friends once a month, as some aspect of their primal warrior nature inherently shines through and terrifies people around them.
Werewolves fight to protect the world, yet are shunned by the world and are forced into an insular existance with themselves and their kinfolk. All the time they seek to destroy the Wyrm, while feeding upon the Wyrm's destructive tendencies. Never do they learn that violence only begets further violence, and in that vein they make several large mistakes such as the Impergium and the War of Rage.
Are Werewolves really heroes or delued soldiers not quite as righteous as they would like to believe.
In Robert Jordan's Wheel of Time series, there is an army called the Children of Light. They seek to fight evil in the world, but their tactics and approach cast them almost in a villianous role, akin to the Spanish Inquisition. I see the Garou nation in a similiar light.
White Wolf never really explored that angle, and let players continue to play them as almost flawless heroes, ignoring the mistakes they have made over the years.