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Clair Obscur: Expedition 33

Bongo

excused from moderation duty
(he/him)
Staff member
Clair Obscur: Expedition 33 is a turn-based RPG with timed hits developed by Sandfall Interactive, the ambitious debut game for a small studio. It is available for PC, Playstation 5, and Xbox Series S/X; supposedly, with some tinkering, it can run well on a Steam Deck, although it is officially unsupported.

Inspired by the narratively rich Japanese RPGs of the 1990s and 2000s, it tells the story of a group of warriors who set out to save the world from a mysterious malign entity that is slowly exterminating humanity by killing everyone above a certain, gradually decreasing age. Its highly emotional presentation, with forays into quirky comedy to relieve the overwhelming sense of sorrow and desperation (try to find the mime in the tutorial), is, to me, proof positive that this was made by people who have been powerfully moved by sincere and melodramatic game writing in the past.

The battle system, which is stylish and snappy, will feel familiar to anyone with experience in the genre, but I must call special attention to the timed hits system, which is its most distinctive attribute, which some might find a deal-breaker. All enemy attacks can be dodged, completely negating damage, and the game absolutely expects you to be landing the dodges a lot. With even more precise timing, you can perform a parry, not only avoiding damage but creating a chance to perform a powerful counterattack. Aside from that, it seems like there's a lot of flexibility in character building, and I've heard rumors that there's a world map eventually.

The reported game length is about 40 hours, which is the sweet spot for a linear RPG.

This is not a AAA game. With just 30 employees, Sandfall set out to demonstrate that with modern technology and a strong creative vision, a small experienced team can make something striking and gorgeous on a modest budget. So what if there's reused assets or the occasional janky animation? It doesn't look indie, but this is indie.

I'm about two hours in, still getting tutorials for basic game systems, but I've got a great feeling about this one.
 
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4-So

Spicy
So far every 10 minutes or so there's been a "What? Holy shit" moment. Crazy how good this game is considering it's this studio's debut. The world map brought a smile to my face but it was the "underwater" area that really got my attention. Finding the Manor kinda sealed the deal.

I'm not 100% sure I enjoy the dodge/parry system - some of the timing can be pretty tricky - but it's easy enough to restart if you get a wipe.
 

Violentvixen

(She/Her)
I have been excited for this game ever since it was announced at the Xbox showcase in 2024 with the trailer below. Thrilled it's on Gamepass. Also extremely excited that these are mainly older, non-teenage characters. Haven't started playing yet but I expect that to make for a very different tone that I'll find interesting.


With just 30 employees
They should have hired three more right before launch

it was the "underwater" area that really got my attention
Assuming it's the same spot, this was in a preview gameplay thing last year and is what solidified me wanting to get it.

Also I need to decide if I'm going to play it in French or not.
This French trailer also shows some more mechanics that look incredibly fun to play.
 
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Okay, I got a chuckle out of the "baguette" trailer. Still, not sure I will buy it...at least, not at its current price. Besides, I already have a few games taking up my time...
 

Poster

Just some poster
Also I need to decide if I'm going to play it in French or not.
This French trailer also shows some more mechanics that look incredibly fun to play.
Should've been in black and white and with the characters smoking cigarettes for maximum effect.

At any rate, the game looks cool and is on my list, but I have a zillion other things I want to play before I get to this, though.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
As someone who already routinely plays games in French as language practice, choice of language here is a no-brainer for me.
 

MCBanjoMike

Sudden chomper
(He/him)
This game looks very cool, but I'm 75 hours into Metaphor and I don't know if I'll be ready for another J(F)RPG right away after that. Definitely going to put it on the "someday" pile.
 

Sarge

hardcore retro gamin'
I'm playing the crap out of this - it's genuinely astounding. I thought FF-style JRPGs this good had gone the way of the dodo but dang if they aren't proving me wrong. Square Enix needs to take some notes. It's probably vying for the "best Western-developed JRPG" crown. (I know there are some really good indie titles recently, too, but I can't think of anything that achieves this level of fidelity.)
 
I'm playing the crap out of this - it's genuinely astounding. I thought FF-style JRPGs this good had gone the way of the dodo but dang if they aren't proving me wrong. Square Enix needs to take some notes. It's probably vying for the "best Western-developed JRPG" crown. (I know there are some really good indie titles recently, too, but I can't think of anything that achieves this level of fidelity.)
Honestly this game is so good that I would probably be more excited about the announcement of a Clair Obscur game than a Final Fantasy at this point.
 

Lokii

(He/Him)
This game is pretty special. Haven't been able to put nearly as much time in as I would like; I'm past that village and just made a puffy new friend. What little I have seen has left my jaw perpetually on the floor. The game's like being in a dream. It reminds me of FFXIII in that way, where there's some new and incredible vista around every corner. (33 easily justifies the "corridor" design which X and XIII were so unjustly criticized for, but I digress.)

Appreciating too the approach to psychological realism in character. The question of "how would real humans react to a crazy fantasy world?" is mighty compelling and stands in stark relief to your typical JRPG weirdos. Makes for some poignant drama too. I love how Gustave's reaction to beating the first random mob isn't a victory pose but an expression of shell-shocked awe. And then when he puts the gun to his head. Whew!
 
I don't really understand how people call this game a corridor game. Almost every large area has branching paths and dead ends/alternate routes, and the world map has tons of side areas. It's as open as any FF game, not 13.
 

Sarge

hardcore retro gamin'
Yeah, it's definitely not a corridor game. But heck, even FFXIII, for all its faults, was absolutely gorgeous and had you wanting to see what comes next. This is doing the same for me. Exploration more closely resembles something like FFVI or Chrono Trigger, a normal sort of dungeon design that squirrels away rewards in a fun manner. In some ways it may also resemble the sort of poking around you do in a game like God of War 2018/Ragnarok. It just feels good to search around for secrets in the world.
 

4-So

Spicy
It isn't a corridor game, especially considering later areas, but it wouldn't matter if it was. There's nothing inherently wrong with a "corridor" that it needs justification. If it has a corridor, it's large. Like an airport terminal. A strange, otherwordly airport terminal where instead of a snackbar you have a whale floating in the air.

I went off the beaten path to explore a bit and...there's some tough cookies. Entirely doable if you were able to parry every single time though. (I was...not.) A mini-map would be nice because I've already forgotten where some extra content is located. Or a checklist that shows what's remaining to do in an area. Have a feeling I'll have to save something for a second playthrough when I'm not trying to grab hold of whatever story bits I can.
 

Lokii

(He/Him)
And yet this game is clearly in the tradition of X and XIII and touches on a lot of the same level-design principals. My contention has always been that if XIII eliminated the mini-map and was maybe slightly more wide in its explorable space it wouldn't be condemned as corridor-y so much, which I think this game shows clearly.
 

4-So

Spicy
Unless a game is completely open world, it is corridorized. There can be no inbetween.

On a serious note, I just got done with Stone Wave Cliffs and met Verso. Story is starting to rev the engines.

Did I mention this game has beautiful music? The game has beautiful music.
 

4-So

Spicy
The Beach Raft Volley mini-game is one of the most garbage mini-games I've ever had the misfortune of experiencing in a game.

Edit: Took about 20 minutes and I got it. Kept eating my inputs. I thought I was going mad.
 
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Sarge

hardcore retro gamin'
The Beach Raft Volley mini-game is one of the most garbage mini-games I've ever had the misfortune of experiencing in a game.

Edit: Took about 20 minutes and I got it. Kept eating my inputs. I thought I was going mad.
Haha, I hit that, too. Tricky, but I did finally get it. Doesn't help that there's a big cooldown on the R1 move.
 
I got this last night. It's really good so far; I played up to the reunion with Maelle in the underwater house. The premise definitely feels like something that could be in a JRPG, and in fact it reminds me of the early concept for FFX, where Yuna was trying to cure a disease that kills people when they turn 17... which makes me wonder whether this game will have a twist similar to what that story would have had. You can tell this is a Western game, though, because of the cursing.

The main thing people talk about regarding the gameplay is the parrying, but nobody brings up the gun, which has been really useful for me so far. In the last area I went through there were those guys carrying mines who I could clear with just the gun and the Pictos that restores AP when you kill an enemy, and get the bonus XP for taking no damage without having to dodge or parry anything. I... assume this will be less of a viable strategy later in the game. My ability to hit those timed defenses is very far from perfect, but that means I engage more with the RPG mechanics and unique playstyle of each character, which is more what I want out of a game like this anyway.
 

4-So

Spicy
The main thing people talk about regarding the gameplay is the parrying, but nobody brings up the gun, which has been really useful for me so far. In the last area I went through there were those guys carrying mines who I could clear with just the gun and the Pictos that restores AP when you kill an enemy, and get the bonus XP for taking no damage without having to dodge or parry anything.
The use of the Aim function can be give/take in later fights. As an example, there are later enemies where using the Aim function will do damage to the enemy itself but it will buff/shield their comrades. The more damage you do in Aim, the more shielded the other enemies become. So it becomes a balancing act to strategize around. (The game does give you tools for this kind of thing.)
 

Sarge

hardcore retro gamin'
That being said, FFXVI hit me with a lot of cursing right out of the gate, too, although that certainly seemed to be trying to lean into a more Western flavor. It's less jarring when it's an actual new IP without established expectations - I've never seen Final Fantasy as a series that delivered f-bombs, so having it start like that was... something.

If they do that with Dragon Quest XII and their more "mature" take... there might be f-bombs coming from me instead.
 
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