MUCH reflects on the remarkable journey of Clair Obscur: Expedition 33, a standout role-playing game crafted by a small team. (We recently hit 2 million sales.) This narrative is captivating amidst a landscape dominated by blockbuster flops, live service titles, and exorbitant budgets. The dedicated team has produced something lengthy, unique, and beautiful, priced at £40, leading to a win-win scenario for all involved. However, it’s not entirely accurate.
Sandfall Interactive, the French studio behind the game, comprises around 30 talented individuals. As noted by Rock Paper Shotgun, the credits list more contributors, from Korean animation teams to outsourced quality assurance testers, localization specialists, and performance artists who bring the game’s narrative and emotional depth to life.
When compared to the massive teams behind Final Fantasy titles (the clear inspiration for Sandfall), the comparatively small collective that developed Clair Obscur is noteworthy. What’s even more intriguing is that this small team has fashioned an exquisite French creation that resonates with us all. To the distress of my partner, I opted for the French voice acting with English subtitles to amplify my immersive experience.
Set in the Belle Époque-inspired realm of Clair Obscur, players encounter a foreboding entity known as Paintress Daubs, who has traversed ominous totem numbers annually, descending from a population of 100. (This game and Neva are the only titles in recent memory that have brought tears to my eyes. The beginning.) As the game counts down from 34 to 33, a courageous, slightly magical 30th expedition embarks towards a continent laden with sedatives, facing death in their quest to halt the cycle. The city is stunning, and everyone is dressed immaculately. Also, nothing seemingly poses a threat every few moments.
Many expeditions have previously faced this fate. As you navigate, you encounter gruesome remnants of these journeys, alongside their recorded accounts left to assist future travelers. Beginning in a ravaged Paris, the distorted Eiffel Tower looms over a picturesque Dali-esque horizon. The game feels like a waltz through a renowned museum on the brink of being engulfed by a black hole. One notable area is a desolate sea, featuring the wreck of a previous expedition, entwined with the carcass of a leviathan, adorned with waves of seaweed fluttering in the absent currents. It’s breathtaking but perilous. You must swiftly master a complex battle system and survive the initial boss encounters.
Clair Obscur’s combat draws inspiration from both classic and contemporary Japanese RPGs. Dynamic and vibrant, you can charge fireballs and time your dodges against the flailing fists of stone automatons. Combining uniquely distinctive character skills is vital. One character wields a rapier, shifting stances with every strike, while another engages with an enigmatic system of Sun and Moon Tarot cards. If this all seems excessively luxurious, it is — and I relish it. The battle menu is a Tinker’s dream, allowing for the development of esoteric powers and skills to create captivating combo attacks.
What captivates me most about this game is its uniqueness; it doesn’t mimic any other title. While most games riff on a handful of predictable franchises: Star Wars, Lord of the Rings, Marvel, this game sources inspiration from an entirely different aesthetic and theme pool. It emerges as a Baroque fantasy, a tale encompassing existentialism, love, death, and heritage — articulated through a European narrative style with Japanese-inspired action and artistry. Although it plays differently, its peculiar characteristics evoke memories of last year’s outstanding title, Repantazio. (There seems to be a notable connection between intellectually ambitious RPGs and perplexing names.)
Clair Obscur further exemplifies the impressive capabilities of game development tools available today. If you’re curious how a small team achieved this high-end aesthetic, that constitutes a significant part of the explanation. It instills a sense of optimism regarding the future of mid-tier game development, nestled between blockbusters and indie projects. Many of the most intriguing titles emerged in the early 2000s and 2010s. Perhaps some larger publishers consider this approach to be overly French, but Sandfall has successfully produced it nonetheless. Expedition 33 serves not only as a noteworthy commercial triumph but also as a beacon of creativity in the gaming sphere.
What to play
The upcoming Doom game is generating buzz, with reviews indicating it’s a glorious heavy metal spectacle of violence. Whether you’re obliterating demons, impaling them with spikes, shredding them with chainsaw shields, or summoning massive hellish creatures from colossal robots, Destiny: Dark Ages boasts a vaguely medieval flair, with slower and more intimate combat relative to its predecessors in the franchise (as suggested by the title), yet remains exhilarating.
Available on: Xbox, PS5, PC
Estimated playtime: Over 20 hours
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Grand Theft Auto VI has been delayed until May next year and remains a mystery in the 2025 release calendar. Kotaku indicates some serious rescheduling is occurring behind the scenes leading up to the summer announcement.
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The prestigious National Play Museum of America has announced four new games among its Hall of Fame: Defender, GoldenEye 007, Quake, and arguably suitable for Tanaka. They overcame the candidacy of Angry Birds from Age of Empires.
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Podcasts and video collectives have sprung up following last week’s industry media drama, with A Giant Bomb becoming independent and contributing to the growing stability of games media outlets supported by worker-owned initiatives.
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Question block
Leader Travis submitted this week’s question:
“I’m considering launching a book club-style video game group. Two questions: what should I name it, and which games would you recommend for discussion?”
This is a fantastic idea, reminding me of an attempt I made ages ago as an IGN podcast, though I can’t recall its name. Was it “press the push”? “Save Points”? LFG? For such groups, I lean towards shorter games (so everyone can participate). I’d be thrilled to discuss Neva for its environmental themes and parenting narratives or Life is Strange for its rich, intricate storytelling with supernatural elements, or even a variety of games like While I’m Waiting, which prompted profound thoughts. This would surely be more engaging than merely debating whether Assassin’s Creed is relevant.
I asked my partner for his video game book club name suggestion, and he offered “Text Adventure.” My other friend Tom suggested “Mountain of Shame.” What do you think, reader? Any ideas?
If you have a question for the block or feedback on the newsletter, feel free to hit reply or email us at [email protected].
Source: www.theguardian.com
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