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Clair Obscur: Expedition 33 – The Formula Still Works

  • Writer: Luunyn
    Luunyn
  • May 21
  • 5 min read

Clair Obscur: Expedition 33 is the debut title from French game developer Sandfall Interactive. Featuring turn-based combat with considerable mechanical innovations, the game shines most brightly through its incredible characters, compelling story, and powerful narrative. But perhaps its greatest gem is the spectacular soundtrack—one that ranks among the finest ever produced in gaming history.


The game embraces one of the most classic digital gameplay models: turn-based battles. As with any modern game, the goal is to take this traditional 80s–90s formula and evolve it with significant improvements that surprise and engage. Sandfall Interactive’s idea here is to integrate elements of soulslike games into its traditional turn-based system in a unique way. The result is a somewhat dynamic form of combat, where mechanical skill plays a real role in resolving conflicts—something that clearly sets it apart from purely strategic turn-based systems. Clair Obscur isn’t the first to add real-time mechanics into turn-based gameplay, but it is the first to incorporate the mechanical design of a soulslike into this format. That said, calling this a soulslike might be misleading, as it reduces the genre to little more than memorizing enemy movements, which hardly defines the essence of what Miyazaki created.


What truly elevates Clair Obscur: Expedition 33 beyond its gameplay is its masterfully crafted narrative, worldbuilding, and soundtrack. The game doesn’t just offer solid gameplay—it delivers on the fundamentals of what makes a great campaign: telling a good story. The premise is gripping and richly developed. In a world where people die upon reaching a certain age, the societal consequences are immense—questions around having children, coping with the rising number of orphans, and the psychological weight of living with the inevitable. The brilliance lies not just in the premise but in how its consequences are explored and woven into the gameplay. It’s an exceptional example of narrative-worldbuilding integration.


Clair Obscur: Expedition 33
Clair Obscur: Expedition 33

This richness extends to the lore of past expeditions. The game world is littered with the bodies of former explorers, or their journals scattered across the land, reinforcing the feeling of epic scale and real stakes. The tension is heightened by dramatic moments and impactful lines like, “When one falls, we carry on,” and “For those who will come.” These moments reinforce the impossibility of the mission and add emotional weight to the journey.


Of course, no story is complete without its characters—and Clair Obscur doesn’t disappoint. Like any good turn-based RPG, it features a diverse cast, each with distinct personalities that also influence gameplay. Characters like Maella, whose anxiety defines her interactions; Gustave, marked by insecurity and gentleness; and Lune, characterized by her fierce determination and confidence, are deeply fleshed out. Their personal struggles and backgrounds resonate strongly with players. Achieving this level of emotional connection may seem obvious, but it’s something even major studios often fail to deliver. This game makes what should be exceptional feel like the standard.

Given the mystery surrounding the story, a major plot twist was to be expected—and it arrives spectacularly at the end of Act 2. While the twist may not be entirely original in concept, its execution is phenomenal. There are no glaring hints or heavy-handed foreshadowing; the minimal information given is enough to sustain intrigue without spoiling the reveal. The result is one of the most impactful plot twists in recent adventure game history.


As the game reaches its conclusion, the narrative places the final choice in the player’s hands—one that carries enormous weight for anyone deeply engaged with the story. Maella wants to preserve this world and the people within it, though this desire is rooted in a refusal to face the painful real world. On the other hand, siding with Verso seems like the rational choice—confronting reality rather than hiding in a dream. But is it truly fair to erase this world and all who live in it? What about Lune, Gustave, Sophie, Sciel and her husband, Monoko and Esquie? What of Sciel’s child, who can now actually live? How "false" is this world, and to whom?


These thoughts haunt players who consider siding with Verso, whose actions stem from a different kind of egoism. He’s tired of being a shadow, a remnant without true existence. He’s not the Verso, son of Aline and Renoir, nor Alicia’s brother. He’s something else—self-aware, but unable to exist on his own terms. His choice is to cease to be. His deep fraternal love for Maella/Alicia also motivates him—he wants her to live a real life, to face her grief rather than hide in a world of her own making. The decision players must make is deeply layered, raising timeless questions about reality versus fiction, avoidance versus confrontation. One ending forces the player to embrace the painful truth of reality. The other leads to a perfect world—crafted, curated, and controlled. But in that fiction, Maella becomes her parents: the ultimate artificer, dictating not just the world but everyone’s thoughts and feelings.


The final choice invites philosophical, psychological, and existential reflection. Sandfall Interactive places the player squarely in the middle of this moral dilemma as the agent of its resolution. The psychological depth of this moment is profound and emotionally resonant. Crafting a game world capable of presenting such themes with this level of impact requires extraordinary technical and artistic effort. It’s simply outstanding.


There are a few areas for improvement, mainly around the open world and accessibility. While exploration around Lumière offers freedom and discovery, it can undercut the main mission’s tension by allowing players to overlevel, making some parts—including the final boss—too easy. One solution might be to display recommended levels for each mission.

Another would be scaling enemy strength to match the party’s average level. As for accessibility, the game currently relies heavily on sound cues for dodging and parrying. This poses a challenge for players with hearing impairments. A simple visual cue system would not only help them but also benefit players who prefer not to alter difficulty settings.


Gommage in Clair Obscur: Expedition 33
Gommage in Clair Obscur: Expedition 33

Musically, the game aims to create something unique and unforgettable by drawing from its French roots. The classical French score perfectly complements the visual elements of the setting, evoking a Victorian-era France of the late 19th century. This aesthetic choice deepens the connection between players and the studio, immersing them in French culture and storytelling. Playing Clair Obscur in French is, by itself, a powerful immersive experience.


In conclusion, Clair Obscur: Expedition 33 is an excellent work that brings enough innovation to be fresh, while also excelling at the fundamentals of a campaign/adventure game. It doesn’t reinvent the wheel—but it executes every component of the formula with mastery. Far from being a criticism of Sandfall Interactive, this is a pointed reminder of how many major studios consistently fail to deliver compelling narratives, soundtracks, or characters. Clair Obscur proves that the traditional model still works—it just needs care, passion, and one essential ingredient: the understanding that developers are making art. Reducing this process to mere product manufacture ignores its fundamental needs: time, love, and freedom—things AAA studios seem to have forgotten. Clair Obscur: Expedition 33 is extraordinary because it is, first and foremost, a work of art—as it should be. A love letter to the roots of gaming, written on “Wanted” posters scattered across every corner of its world.

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