Clair Obscur Expedition 33 is an upcoming RPG by Sandfall Interactive, a small independent studio from France. This is the studio’s first game created as a group. This group of mainly ex-Ubisoft veterans is determined to prove that smaller teams can be successful, given the right tools and expertise. Looking through the team’s favorite games list gives me hope that they will do right by JRPG fans.
As for Expedition 33 itself, the game follows a group of people on a quest to destroy a being called the Paintress. Every year, the Paintress paints a number, and people whose age is higher than the painted number disappear as if they snapped out of existence. Eventually, those left behind start a tradition wherein the people in their final year take it upon themselves to try and kill the Paintress before the next number is painted. The game begins with the disastrous start to Expedition 33’s campaign.
The demo allowed us to take control of three characters: Gustave, Lune, and Maelle. Each character has a distinct mechanic that sets them apart from other players. Gustave can build up Charge, only to release the stored energy into one devastating attack. Lune’s elemental attacks generate Stains that she then uses to further enhance follow-up attacks. Maelle is a versatile fighter who receives buffs depending on her current stance. We don’t meet up with her until the final third of the demo. A sneak peek of the other playable characters was shown at the very end of the preview.
Based on the preview I played, Clair Obscur: Expedition 33 has a couple of good things going for it: gorgeous visuals and an active-combat system. I can’t speak on the entirety of the story just yet, but as a long-time JRPG player myself, the story of a small group of heroes trying to do the impossible to save the future will always get my attention.
The first thing that caught my attention visually was the suits’ design. The expedition suit designs are practical, yet there’s no denying the air of fantasy around them. For some reason, I started to compare them with the uniforms seen in Final Fantasy Type-0. Maybe it’s because of the uniform look or something else. I just have a feeling that characters in Clair Obsucr would fit right in a Final Fantasy game. Speaking of which, the combat also reminded me a bit of Final Fantasy Versus XIII, with elements of Persona 5.
The game’s visuals are gorgeous. From the visa high above the evergreen glade to the “underwater” coral forest, something’s bound to catch your eye. If you told me that the environments and the overworld itself were made by a small team of developers, I’d have told you that you were dreaming.
The second thing I want to highlight is the game’s active combat system. Honestly, I’ve been wanting something like this in JRPG games since the days of The Legend of Dragoon. But unfornately, Action RPG controls are the norm and I somehow feel like we are steadily moving away from turn-based combat, at least in major AAA games.
You are not simply waiting for your turn in this game, you are encouraged to learn the timing of enemy attacks, possibily giving you the knowledge to dodge all forms of incoming attacks. With enough practice, you can even take it a step further and parry attacks to give yourself an opening for a counterattack. During your turn, you can go into free aim mode and attack weak points for bonus damage. This kind of system has been painfully missing from many systems for a very long time.
One concern I have for game currently is what happens when the novelty of the combat system wears out its welcome. Playing games with a timed combat system shouldn’t wear you out. Take Yakuza: Like a Dragon, for example, you don’t need to time everything perfectly all the time to succeed but you aren’t punished too harshly. I feel like it’s always life or death in Clair Obscur. One bad round during a boss fight and you’re already one foot in the grave. That’s great for players who crave for that kind of intensity but it’s not for everyone. I’m curious about how they’ll go about keeping players engaged.
My other concern is how will the team create an experience that lasts for a very long time. Many JRPG players expect a game that can potentially take 100s of hours to take. A smaller team may be agile in addressing corcerns. But I’m afraid it’ll come at the cost of keeping the experience short. While I’m not expecting a story spanning every acts, I would like the main story to be well within the 30-40 hour mark with lots of side stories to round out the experience. (I’m looking at you, White Nevrons!)
Sandfall Interactive has something potentially great here. My first impressions of the game are beyond positive. You could say that I am near blown away by what I saw. But at the same time, I have to remind myself that this is a small studio and it is their first game. As much as I want to cheer for them right now, I have to make clear my corcerns and worries about the game.
The studio has stated that it “aims to show that with new, improved game development tools, smaller indie teams can deliver outstanding production value, even in realistic 3D art styles.” The team has a golden opportunity with Clair Obscur. I hope it lives up to all my expectations.