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Clair Obscur: Expedition 33 is a unique gaming experience unlike any other.

Small Team Behind Gaming Success: Clair Obscur

There’s something intriguing about the latest hit in the gaming world, a unique role-playing game titled Clair Obscur: Expedition 33, produced by a small team. They recently celebrated selling 2 million copies, which stands out in a landscape dominated by massive budgets and blockbuster flops. The unassuming team creates long, distinctive, and beautiful narratives for £40, and it seems like everyone is benefiting. But the portrayal of their achievement is perhaps a bit oversimplified.

Sandfall Interactive, the French developer of the game, comprises about 30 individuals. However, as noted, the credits list additional contributors, including teams for animation, quality assurance, localization, and performance—all of which shape the game’s story and its emotional depth.

When compared to the expansive teams behind titles like Final Fantasy, which clearly inspired Sandfall, the irony lies in this—a small group has succeeded in delivering what feels like a luxurious French experience for all players. My partner would probably roll their eyes at my choice to set the voiceover to French with English subtitles, as it somehow heightened my immersion.

In Clair Obscur’s Belle Époque-inspired setting, players encounter a mysterious figure named Paintress Daubs. Each year, she delves into transforming the lives of 100 individuals. It’s stunning how this game, alongside Neva, manages to evoke real emotion—it truly tugged at my heartstrings from the start. The narrative kicks off with a countdown from 34 to 33, leading a magically inclined 30th expedition from a dwindling population toward a continent filled with sedatives, facing the task of breaking a tragic cycle. The city’s aesthetics are breathtaking, as everyone is dressed impeccably; frankly, there’s little that has ever threatened my character every few minutes.

Players can find remnants of past expeditions strewn throughout the environment, alongside their haunting diaries guiding newcomers. The journey starts in a ravaged Paris where the Eiffel Tower looms in the distance against a surreal landscape inspired by Dali. The visuals feel like a waltz through an important museum as it teeters toward a void. One early location features a dried-up sea, containing the wreck of an expedition entwined with the remains of a colossal Leviathan, surrounded by seaweed swaying in nonexistent currents. It’s stunning, yet perilous. Mastering a complex battle system and overcoming early boss encounters is critical.

Combining traditional and contemporary Japanese RPG mechanics, Clair Obscur’s combat is engaging and dynamic. Players can channel fireballs, dodge incoming attacks, and utilize distinct character abilities—one character wields a rapier, while another employs a peculiar system of Sun and Moon Tarot cards for combat. If this sounds like a lavish experience, that’s accurate—and I’m all for it. The battle menu offers a delightful chance to cultivate characters’ unique powers, paving the way for creative combo moves.

What truly strikes me about this game is its originality. Unlike many other titles that seem to regurgitate popular franchises, Clair Obscur pulls from a diverse range of aesthetics and narratives. It embodies a Baroque fantasy steeped in themes of adversity, love, death, and heritage, resonating with a European storyline fused with Japanese action elements. While it offers a different experience, its essence reminds me of last year’s thoughtful masterpiece, Repantazio, suggesting a trend where intellectually ambitious RPGs often come adorned with unusual titles.

Moreover, Clair Obscur exemplifies the prowess of modern game development tools. If you’re wondering how a small collective achieved such a polished look, there lies part of the answer. This fills me with hope for the future of game creation within this mid-tier space, straddling blockbuster and indie realms. In fact, many exciting titles emerged in the 2000s and 2010s. While larger publishers might shy away from what they perceive as overly “French,” Sandfall forged ahead. Expedition 33 not only stands as a commercial triumph but also a creative one in the gaming industry.

What to Play

A new installment in the Doom game series is on the horizon, with early reviews painting it as a thrilling and chaotic experience. Players will engage in a barrage of violence, facing off against hellish foes with sheer force—whether it’s through chainsaw melee or firing at giant monsters from within mechanized beasts. Destiny: Dark Ages offers a faint medieval aesthetic, presenting a slower pace of combat compared to other entries in the series, yet it remains exhilarating.

Available on: Xbox, PS5, PC
Estimated playtime: Over 20 hours

What to Read

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What to Click

Question Block

Travis sent in this week’s query:

“I want to start a book club-style video game group. Any thoughts on a name, and what games would work well for discussion?”

This is a fantastic idea! It reminded me of an old attempt I made at IGN, although the name escapes me now. How about names like “Press the Push” or “Save Points”? For a book club format, I’d opt for short games so everyone can participate. I’d love to hear thoughts on games like Neva for its themes, or Life is Strange for its narrative complexity. A mix of titles could lead to rich conversations beyond merely hashing out if Assassin’s Creed is still relevant.

In conversation with my partner, they joked about calling the group “Text Adventure.” Meanwhile, Tom humorously suggested “Mountain of Shame.” Readers, what do you think?

If you’d like to drop a question or share thoughts about the newsletter, feel free to reply or email us.

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