Clair Obscur: Expedition 33

Une Lettre d’Amour Aux JRPG

When you start a new game on Clair Obscur: Expedition 33, you’re asked to select a difficulty setting. The game tells you that in order to get by in normal difficulty (known as “expedition” mode) you won’t need to master the dodging and parrying mechanics. This is a lie. Clair Obscur: Expedition 33, developed by debuting French studio, Sandfall Interactive, is a tough game. It’s a turn-based RPG but it incorporates real-time mechanics in the vein of Paper Mario or Lost Odyssey, where timed button presses will enhance your attacks or reduce incoming damage. Except, it doesn’t feel like either of those games, it feels more like Dark Souls in turn-based form as statuesque, imposing and grotesque enemies consistently make an absolute mockery of your character’s health bar if you don’t have the reflexes of a mantis shrimp.

Alright, I might be overselling it a little bit, but every new area in Clair Obscur: Expedition 33 has the potential to be an absolute nightmare until you get certain timings and attacks memorised. To be fair, all of this works well thematically, as your party of intrepid explorers are in a somewhat dire situation in the game’s story, and the desperation that can often be felt as you scrape through dangerous encounters on an absolute knife edge really fits the bill. You do get the hang of it, though, and when you do, it feels pretty darned good. Until the next batch of combo-happy menaces comes along and you have to start the learning process all over again, that is.

During battles, you can aim freely and shoot a ranged attack. It doesn’t usually do much damage, but definitely has its uses against certain bad guys. There’s so much to battling that I haven’t mentioned in this article, but let’s just say that it’s complex in an awesome way.

I’ll talk briefly about the story, but it’s one of those games where to do much more than scratch the surface constitutes outrageous spoilers. You take on the role of the loveable and handsome Gustave, who is a bit of a savant when it comes to magic, technology, and combat. He’s part of Expedition 33, along with two other early companions, Lune and Maelle, and they’re off on an extremely dangerous and basically suicidal quest to eliminate an entity known as the Paintress. This artistic antagonist lives across the sea, and paints a number every year on a gigantic monolith visible from pretty much everywhere in the known world. Everyone of that age will disappear in a sprinkle of ash and petals once that number is erased, and every year, the number goes down by one.

As you can imagine, this is a pretty sorry state of affairs, and each year life in Gustave’s home-town of Lumiére gets more and more desperate. Don’t worry, though; the player is in charge of this expedition, so that means it’s sure to succeed, right? Well, let’s just say there are some complications and leave it at that.

Excellent cinematography, voice acting, and digital acting all combine to make for compelling cut-scenes. It’s just as well, because the story is multi-layered and winding, and as such the cut-scenes have a lot of work to do.

As discussed by its developers, Clair Obscur: Expedition 33 is a tribute to traditional, Japanese RPGs given a modern, big-budget Western RPG makeover. The battles are turn-based, there’s a world map to traverse and a method of transport that can be gradually upgraded to be able to travel in new ways, and there are plenty of weapons to equip and skill trees to explore. Among the games cited as influences by Guillaume Broche, the talented, ex-Ubisoft creator behind Clair Obscur: Expedition 33, are Persona 5, Final Fantasy VIII, IX, and X, and Lost Odyssey and Blue Dragon, but he has also pointed out that the parry and dodge mechanics were influenced by Sekiro: Shadows Die Twice. Honestly, the FromSoftware influence stands out to me more than that of the traditional JRPG thanks to its difficulty, mechanics, and visual design, but maybe that’s just because the traditional JRPG format is so familiar to me.

Of the list of Broche’s influences, I’ve only played Lost Odyssey to completion, but Clair Obscur: Expedition 33 did remind me of a couple of other games that I finished more recently. Firstly, it evoked a lot of the same feelings as Xenoblade Chronicles 3. Both are a melancholy tale about an adventuring group of young people trying to escape a mysterious cycle caused by outside influences that has condemned them to live tragically short lives. I see a lot of similarities in the world design as well, and the music of one could easily fit seamlessly into the other.

The decorative blob in the water is the character that carries you around the world map. You’ll probably like him, he’s called Esquie. A character named Monoco is super-cool, too, but I can’t say too much more because of spoilers.

Another slightly more specific comparison I couldn’t help but make was with Dragon Age: The Veilguard. Alongside some visual similarities, both games have an early area that consists of a mystical forest with bizarre light shows in the air and broken, floating landmasses everywhere. Also, both games have another early area that appears to be underwater but the characters can walk around and breathe uninhibited. Lastly, both games have a thing going on where amalgamations of multiple dead bodies litter certain locales and leak pools of unspeakable fluid into the earth, and both games have characters that insist on walking around barefooted and treading in the aforementioned pools of smelly viscera. The game lets you change which character model you’re controlling at will, but I won’t be choosing Lune until she puts some bloody shoes on.

Podophobia-baiting aside, Clair Obscur: Expedition 33 is a beautiful game filled with wondrous landscapes, deep themes, and emotions ranging from elation to despair and everything in between. The central mystery is compelling and addictive, and the story is consistently surprising. All of the characters are likeable but, as with real people, all of them have their quirks or weaknesses that give them the potential to rub certain personality types the wrong way. This in turn makes for some interesting inter-party dynamics, and all of this is helped along by some great voice acting (although by default the voices are very quiet, so make sure you adjust the volume setting when you start), stellar visuals, outstanding cinematography, and wonderful music.

Very rarely, the game will throw some surprising platforming at you. This image shows the most hair-raising of all the platforming sections, and also one of the many outfits you can dress your characters up in.

Clair Obscur: Expedition 33 isn’t just an example of a fantastic game, though. It’s also an example of a new studio making a single-player, non-live service title and releasing it physically, and achieving great reviews and a stellar sales performance. It must be protected and it must be supported, so other developers and publishers take note and have the confidence to do the same. In this world where EA were fighting to wedge shared world features into Dragon Age: The Veilguard and have pretty much killed off that franchise because it doesn’t fit with their perceived future of always-online consistent worlds and microtransactions, Clair Obscur: Expedition 33 is an important breath of fresh air, and must be purchased by anyone with even a passing interest in video game preservation.

It is also very, very French. Play for long enough and explore hard enough and you can equip all of your characters with fetching berets and deadly baguettes as weapons. I’m not even kidding. C’est vrai!

Xenoblade Chronicles 3

Live to Fight and Fight to Stay Awake

Alright, so that subtitle is a bit misleading. I didn’t find Xenoblade Chronicles 3 boring (rest assured I would not have stuck with it if I did), I just found it very, very comfy. I’ve already touched on this thought in my other writings that can be found in various corners of the internet, but a good JRPG is like a cosy duvet and a fluffy pillow, pyjamas and slippers and warm milk, and gentle rain pattering on the window. Xenoblade Chronicles 3 has a very long run-time, it has a battle system that, if you’re a bit over-levelled, can require very little input from the player, it has expansive, dream-like landscapes and an otherworldly ambient soundtrack. All of these factors and more combine to make it impossible for me to play this game for more than a couple of hours at a time without drifting off, controller in hand, as my chosen character idles in the middle of a battlefield surrounded by monstrous fauna. It’s alright though, because the rest of the party will take care of them, and the victory fanfare will usually wake me up.

Xenoblade Chronicles 3 is a very typical JRPG in some ways, but completely does its own thing in others. The story follows a small group of soldiers under the banner of the nation of Keves, who soon get thrust together with a similar group of soldiers from the opposing nation of Agnus. The world is locked in a seemingly-eternal battle in which opposing sides kill to fill their “flame clocks” with the life energy of their fallen enemies. The people of this world seem to have a ten-year life span, appearing as a young teenager and “ascending” in their twenties, if they survive that long. These ten years of life are dedicated to a mysterious queen, and that’s about all you’ll know for quite some time. There are no traditional RPG towns, almost every settlement you come across is a military base inhabited by personal from one of the two major factions, and almost every NPC you’ll meet is a soldier in the never-ending war.

The battles are very flashy, with spells and effects going off everywhere. I found that the offensive classes were the most fun to play as, but others might prefer defence or support.

Noah is the main protagonist, and is an off-seer, a soldier tasked with playing those slain in battle off to the next life with his special flute. His role handily sets up the game’s contemplative tone, but the world is very slow to reveal its secrets. There’s an opening scene that initially seems barely linked to the rest of the story, and it’ll be ages before you even know who you’re fighting against. The story is definitely a slow-burner, but it’s okay because there’s plenty to keep you occupied. Huge areas to explore, extra-tough, bonus monsters to fight, side quests galore, and equipment and class systems that give endless scope for build-tweaking and customisation. If, like me, you’re not into all that min-maxing stuff, there is a handy auto-equip option that will get you through the main game absolutely fine.

The six main characters run the gamut of decent to extremely likeable, with the roguish Lanz and Eunie and the occasionally prudish Taion being my personal favourites. Each of these characters comes with a character class that fits into one of three categories; attack, defence or healing. They don’t have to stick to these classes though, and can be given another character’s class with the press of a button, gaining new weapons and a new move-set. This means that studious healer Taion can become a longsword-wielding damage-dealer, or front-line defender Lanz can be converted to a back-of-field support and healing role, should you so wish. Certain skills from certain classes can be carried over to new classes too, giving even more scope for customisation. There are numerous “hero” characters that you’ll encounter throughout the game, and these guys take up the seventh slot in your active party. They bring whole new classes to the mix which can also be equipped to your main party members, and there are loads of them in the main game and even more in the post-game, resulting in a galaxy of options when it comes to fiddling with character and party builds.

The battle system feels like it was pulled from something like World of Warcraft, with various skills available that slowly recharge after use. Initially, the battles are simple, consisting of standing your chosen character (you can control any of the main six) next to the enemy and letting them auto-attack, then activating special attacks as they become available. As you advance, the combat system becomes more intricate, adding layer upon layer of complexity with attack-types that can be chained into other attack-types, moves that can be cancelled into other moves, special abilities that can be activated by building up a metre, and other special abilities that can be activated by building up other metres. Positioning is very important, as certain attacks are more effective from certain angles, and you’ll charge your chain attacks quicker if you attack from the right direction. The chain attacks, once activated, tee up a kind of interactive, anime-style cut-scene event where everyone gets to do their cool moves in an order that you define. Even this is complex and multi-layered, as you’ll need to balance the build up to the finishing move in such a way that you boost your damage multiplier as much as possible. Also, characters can merge to form a single, extra-powerful being, which will open up even more options and approaches. Remember, if all of this seems too much, just stick to the basics and you’ll be fine. That is totally what I did.

Being able to turn into big, angelic robot things is just one of many wrinkles in a complex battle system.

The world is large and mostly open, with huge, bizarre structures and rock formations looming on the horizon that you might eventually find yourself climbing over later in the game. There are various boss enemies and supply caches hidden about the place, but if you’re not too into the crafting and stat-maximising side of the game, the containers you can find won’t seem like much of a reward. The world can feel lifeless despite the number and variety of monsters roaming about, but this is likely a deliberate attempt to communicate the war-torn nature of things, with the only humanoid denizens belonging to the various military colonies that are hidden in ravines or behind waterfalls. The creature design is very interesting, from buzzing wasp-type enemies to gigantic, thundering colossi that are probably way too high level for you to even contemplate going up against. Xenoblade Chronicles 3 is not afraid to sprinkle its low level areas with high level enemies that you’ll be expected to come back and defeat much later in the game. This can occasionally result in you getting one-shotted by a rogue, high level monster that has snuck up on you while you were occupied with something else. Don’t worry, the party will just appear at the nearest safe area with nary a scratch on their pretty, anime faces.

Speaking of which, the characters are interesting and well-designed, with their outfits having an understated quality that eschews the over-the-top fantasy/steampunk clothing you might expect from games in this genre. The voice acting is mostly on point, and Xenoblade Chronicles 3 continues the series tradition of making almost everyone sound like they’re from Dickensian London, although there are definitely some Welsh, Irish, Scottish and Australian twangs in there, too. Again, my favourite character here is Lanz, whose exclamations of locating rare “doodahs” out in the field have become something of a meme in my household.

Even though I really enjoyed Xenoblade Chronicles 3, there are things about it that can make it difficult to recommend, especially to those with less experience in the JRPG scene. The battle system that initially seems barely interactive is the foremost of these stumbling blocks, but if you come in with an open mind, or you’re an RPG veteran, you’ll soon realise that there is a wealth of depth and strategy on offer. Despite these options and details, the battles rarely felt especially epic, even with the majestic visuals and stellar musical accompaniment. If a battle is too difficult for you, it doesn’t feel like there’s much you can do about it other than grind a few levels. This isn’t true of course; you can change your party composition by adding healers or defensive classes, or tweak your moves and equipment, but it’s all preparation and no skill, all science and no art. I also found that I became over-levelled after a chapter or so, and started to breeze through the story missions and most side-quests. I didn’t really need to pay attention during the battles, and that’s when the sleepiness set in.

The grand vistas offer clues as to where this is set in the Xenoblade Chronicles timeline. They also look all majestic and stuff.

I knew what I was getting into with Xenoblade Chronicles 3, but it still had its surprises. The story, though winding and very introspective, is interesting and has some surprising moments, the main characters are endearing, and there are some highlights among the secondary hero characters, too. The villains are less memorable, but they do the job. There are some awesome cut-scenes and some great vehicle and robot designs, and some gorgeous exploration music joins one or two memorable and epic battle themes on the soundtrack.

I enjoyed Xenoblade Chronicles 3 a lot. I enjoyed it, and then I got used to it, and then I took it for granted, and now I can’t play it without drifting off to dreamland. There is post-game content, but I think I’ll save it until the next time I’m suffering from a bout of insomnia.