Feature Article

Clair Obscur: Expedition 33 Is Picking Up Where Lost Odyssey Left Off

GameSpot may receive revenue from affiliate and advertising partnerships for sharing this content and from purchases through links.

Sandfall Interactive's upcoming title is one of the most exciting JRPGs in years, and it's being made in France

Games like Clair Obscur: Expedition 33 don't get made anymore. And that's because games like Clair Obscur: Expedition 33 can't be made anymore. French developer Sandfall Interactive's influences were obvious to me from the moment I began playing the game, and confirmed when director Guillaume Broche and producer François Meurisse effusively recounted the joys of playing Final Fantasy, Persona, Zelda, and many other Japanese titles.

In terms of gameplay, Expedition 33 looks to be moving in the right direction; drawing from its clear inspirations while also adding interesting twists and new takes. But many other games have done this--in this respect, Expedition 33 isn't notably unique or rare. What does, however, differentiate this game from its contemporaries is how it evokes the vibe of a transitional period of time when JRPGs and its flag bearers struggled to find their place on a new generation of consoles.

Please use a html5 video capable browser to watch videos.
This video has an invalid file format.
00:00:00
Sorry, but you can't access this content!
Please enter your date of birth to view this video

By clicking 'enter', you agree to GameSpot's
Terms of Use and Privacy Policy

Now Playing: Clair Obscur: Expedition 33 Preview: Style and Substance

While Sandfall Interactive often looks to Final Fantasy as a point of comparison, for me, it is much closer to the games Hironobu Sakaguchi made in the nascent years of the Xbox 360, back when Microsoft was courting Japanese developers and gamers in hopes of expanding its presence in the region.

After leaving Square Enix, where he created Final Fantasy, Sakaguchi founded Mistwalker. The studio's most notable releases were Xbox 360-exclusives Lost Odyssey and Blue Dragon. At the time, it was an exciting prospect: the father of Final Fantasy making new IPs that, to many, looked like the rebirth of Final Fantasy and Dragon Quest. With the spiritual successors of two of the most beloved franchises in Japan being exclusive to Xbox, Microsoft was sure to finally crack that Japanese nut.

Both games garnered some popularity and helped move the needle ever so slightly, but it wasn't meaningful enough to significantly improve Xbox's position. Lost Odyssey and Blue Dragon aren't remembered as the instigators of a tide shift for Xbox in Japan. However, for me, the games and their legacies are fascinating as snapshots of a time when JRPGs got a little insecure.

With Lost Odyssey and Blue Dragon, Mistwalker pushed the genre from its adolescence--where it was carefully nurtured by Japanese developers in safe, controlled environments--out into the chaos of a changing video game landscape. It was the genre's awkward teenage years where it let go of what it used to be to figure out what it wanted to be, at a time when it was being told what it needed to be. The resulting identity of the games undergoing this journey is so unique to its time and context that you just had to be there to see and feel what that was like.

Much like JRPGs from the 2000s, developer Sandfall Interactive is also trying to find its place in the world while trying to reconcile multiple identities with its first game. The concept of Expedition 33 is born of an intense love of Japanese games, but the small team behind it is based in France. After playing it for a few hours, Expedition 33 feels like it could end up being exactly what I hoped would emerge from the period of uncertainty, challenge, and risk-taking Mistwalker's games faced: who or what I remembered, but self-assured in what it wants to be, and proud of its changes.

Combat was the focal point of the three-hour demo I played, and as the core driver of gameplay it was an insightful illustration of how Sandfall Interactive is interpreting its inspirations and building upon them. Expedition 33's combat feels like how I remember playing Mistwalker's games: a combination of the classic turn-based RPG gameplay that captured me in my formative gaming years and just a little more layered on top. Back when I played Lost Odyssey and Blue Dragon, this combination resulted in some awkwardness, but Sandfall's ideas feel like they have been executed more confidently.

The studio calls its gameplay style "reactive turn-based combat," and this is a very apt way to describe it. It takes the basics of any classic JRPG--attack, cast magic, use item, flee--and removes almost all the parts where you're only watching it happen. The basic attack and item use are the only press-and-watch commands I found, while everything else required me to engage one, two, and even three further times to maximize their impact--that's the "reactive" part. All magic and abilities are quick-time events that made sure I remained engaged and focused so that I could do more damage or recover more health.

Gustave functioned as my all-around damage dealer; my Cloud, Squall, Zidane, or Tidus. His abilities were oriented around increasing damage for himself and others. "Mark" allowed me to paint a target with a crosshair so the next attack would deal 50 percent more damage. However, the actual execution also involved hitting a button with very specific timing indicated by an on-screen bar--think of it as a QTE version of Squall's slash and gunshot combo from Final Fantasy 8.

Lune, meanwhile, was more akin to a mage, with elemental spells that could exploit weaknesses and be bolstered with the same timing-based button press. The twist on her gameplay involved the elements interacting with each other. Using combinations of elements can change their damage values, but it's a multi-stage process where you "paint" an enemy with Stains of an element and then follow-up with another to consume it and activate the effect. There is a little diagram on screen that keeps track of which elements an enemy has been painted with so players can plan their approaches.

Maelle is difficult to categorize since she is a secondary damage dealer like Barret, Zell, or Auron might be, but with an interesting mechanical twist. The majority of her abilities involve running up to enemies and slashing them, with a successful QTE increasing damage. However, the added wrinkle is that she has a stance system tied to these various attacks. By using an ability, I was able to go from an un-stanced state into an offense-oriented one that would increase my damage but also make me take more damage as a trade-off. From there, I could use abilities to transition into defensive stances, or others that have their own risk versus reward trade-offs that had important strategic considerations.

Although Sekiro was the inspiration, the QTE and parry system as a whole, when used together, feels more like a rhythm game

When the flow of battle switches to defense, with the enemies attacking, there's also always opportunities to affect the battle to your advantage. This is where, surprisingly, Sandfall looked to From Software's Sekiro: Shadows Die Twice to bring a similar parry system to Expedition 33's combat. The vast majority of enemy attacks have specific timing windows during which, if the parry button is pressed, damage is completely nullified. The window is very tight, but even those who aren't able to react quickly naturally can build muscle memory through repetition and familiarity with the enemy's attack animations. Many attacks have multiple hits, often with staggered timing between them and this is where the extra challenge lies. However, when I was able to parry every part of a multi-stage attack I was able to escape without taking damage and, better still, riposte with my own attack to turn the tables. The final piece of the defensive puzzle is jumping-specific attacks that are telegraphed and can only be avoided by launching into the air. While airborne, a pull of the trigger will execute a mid-air counterattack--think of it as the game's Mikiri Counter; another Sekiro reference point.

Properly executing parries is incredibly satisfying, with crunchy sound effects and flashy visual effects synchronizing with each successful parry, further rewarded with an over-the-top counterattack. Although Sekiro was the inspiration, the QTE and parry system as a whole, when used together, feels more like a rhythm game. The mixture of inputs at specific timing and the feedback received tickled the same part of my brain that is activated by games like Osu! Tatakae! Ouendan, Taiko no Tatsujin, or even Beat Saber.

A safer defensive option, however, is the dodge. Hit a button as an enemy is attacking and the party member under siege hops backward to get out of the way, and can do so multiple times too. There is a standard dodge, which has a pretty generous timing window, and a perfect dodge, which is done at the very last split-second, it's timing matching that of the parry. With the right loadout, doing this can be rewarded with the AP points spent on actions.

For those that want or need it, lowering the difficulty option makes the timing windows for the follow-up inputs more generous and there's an accessibility option that will auto-complete all your offensive commands. Dodge and parries, however, are not automatically executed using this setting.

Alongside the Final Fantasy 10-like tracker of attack order, there was a wonderful synergy between defense and offense that leveraged timing-based inputs to make every interaction feel rewarding and useful. It also builds a palpable sense of momentum that can sometimes translate to a complete party wipe where no damage is inflicted on any of my crew. With all the metaphorical wheels turning, gears clicking, and pistons firing, the battles have the same thrilling energy as Persona 5 and its baton pass system. Expedition 33's combat is made of familiar mechanics, but they're synergized and layered on top of a classic system that really executes on the foundational decision of doing turn-based combat, but elevating it just a little more. At the risk of overselling it, when I reached a flow state, it had that intoxicating effect that had me seeking out more opportunities to fight enemies. And that is a good sign.

As a permanently From Software-pilled person, I am prone to looking at things through a Soulslike lens. That, it turns out, also goes for Sandfall and its approach to enemies. While the standard grunts can eventually be trivialized (provided you're on point with timing), the bosses are far more formidable--I died a whole bunch of times to a few of them and even opted to avoid one or two optional ones for fear of getting into a spiral of grudge matches. Difficulty isn't the only ingredient taken from the Souls games, as the team has also tried to make sure each boss is memorable both visually and mechanically. I fought nightmarish eldritch creatures that spat ink at me; a vicious French Mime that repeatedly kicked my ass until I decided to come back later for him; rotund sea-dwelling creatures that draw power from flowers; and many other weird monstrosities.

Each boss was a little puzzle that could be solved with the offensive and defensive tools at my disposal, but a few presented unexpected challenges. The ink-spitting giant, for example, was a bit of a tank but after a little experimentation I found a very effective combo of marking it, shocking it with lightning, and casting a defensive barrier to nullify any attacks I wasn't able to parry or dodge. I had it all worked out until it reached down and ate one of my party members, removing them; their tools; and their involvement in my strategy. This happened a second time until just Lune was left. With all items depleted, a sliver of health left, and not enough AP to really dent its lifebar, I turned on my Sekiro brain and decided to just focus on parrying to use the counterattack for big damage. Against all odds, I emerged victorious and I can't describe the elation I felt having locked in and avoided all damage from a barrage of attacks.

Again, tough bosses are a pillar of the JRPG experience--you can look to Final Fantasy's Emerald Weapon, Omega Weapon, Penance, and the like for that. Expedition 33 builds on that pillar with a greater focus on boss phases that switch up the flow of battle. It's boss fights, but just a little more.

In my discussions with Expedition 33's devs, one thing was mentioned repeatedly as the holy grail of JRPGs for the team that, sadly, has fallen out of favor: the world map. There's a big difference between an overworld that connects areas in modern open-world games and the classic world maps of JRPGs. Expedition 33 firmly aligns with the latter style, using an isometric viewpoint of a miniaturized world that a tiny version of your characters runs around in to travel to new areas or discover hidden ones. You can even set up camp and chat with party members, listen to music, or reflect on events. It's not quite as charming as summoning a Moogle that is somehow able to sprint over mountains to come and save the game for you, but it injects the same sense of a grand adventure.

No Caption Provided

There's so much more to Expedition 33 beyond its gameplay mechanics. It has a simple premise and great hook: a figure called the Paintress appears at certain points in the world of Lumiere and writes a number on a distant monolithic structure. This starts a countdown that, when it runs out, makes everyone of the age of the initial number cease to exist. As Expedition 33, you're tasked with finally stopping the Paintress and the cycle of death. Early in the journey, however, you encounter a mysterious antagonist that has aged, meaning he has somehow escaped certain doom to live a long life. There's a fascinating Belle Époque France meets post-apocalyptic world to discover, characters to meet; Nier Automata-inspired music to listen to, and more. Every part of Expedition 33 feels familiar, but they all come together to create an experience that feels fresh at the same time, kind of like how Lost Odyssey and Blue Dragon once felt.

While borrowing design ideas and reinterpreting gameplay mechanics is something many are capable of doing successfully, being able to capture the vibe of a game that existed at a certain place and time is so unlikely that it verges on impossible. And yet, Expedition 33 looks to be doing that. But the game it could be isn't one trying to find itself; it's one that wants to show you what its genre has become. And that's potential worth keeping an eye on.

Got a news tip or want to contact us directly? Email news@gamespot.com


tamz

Tamoor Hussain

Tamoor Hussain is the Managing Editor of GameSpot. He has been covering the video game industry for a really long time, having worked in news, features, reviews, video, and more. He loves Bloodborne and other From Software titles, is partial to the stealth genre, and can hold his own in fighting games too. Fear the Old Blood.

Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

Follow
Back To Top
24 Comments  RefreshSorted By 
GameSpot has a zero tolerance policy when it comes to toxic conduct in comments. Any abusive, racist, sexist, threatening, bullying, vulgar, and otherwise objectionable behavior will result in moderation and/or account termination. Please keep your discussion civil.

Avatar image for Subterfuge
Subterfuge

228

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

As if. Lost Odyssey is a masterpiece, this is an overrated, janky mess with uninteresting characters and a nonsensical story. The short stories alone in LO run circles around this garbage.

Upvote • 
Avatar image for Dilandau88
Dilandau88

938

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

SOO stoked for this game. It looks incredible. It can't come soon enough!

Upvote • 
Avatar image for gamerbum
GamerBum

2245

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By GamerBum

I put 17 hours into Persona 5 Royal desperately wanting to like it but I just didn’t get it. It did absolutely nothing for me. In fact the game actually annoyed me.

I’d read so many glowing reviews and read so many comments on how great it was saying it was a 10/10 I thought you have to play this game to see what all the fuss was about. But again it did absolutely nothing for me but get on my nerves.

I came away thinking that turn based games are what devs do when they can’t make an action oriented game where you control your character 100% of the time. Like a Devil May Cry or Ninja Gaiden or something.

Glad it was on Xbox Game Pass and that I didn’t waste any money on it and I’m glad Expedition 33 is on XGP as well. Means I can try another turn based RPG without wasting precious dollars and hopefully this time I can finally understand and see what all the fuss is about with these types of games and actually have fun!

2 • 
Avatar image for Dilandau88
Dilandau88

938

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

@gamerbum: Greatest game ever made. I put 180 hours into it, and loved every second.

2 • 
Avatar image for DuoMaxwell007
DuoMaxwell007

366

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@gamerbum: Its called story and narrative. NO ONE (unless theyre mentally challenged) plays an RPG JUST for the gameplay, if I had to play a 50-100 hour game where all Im doing is taking turns hitting eachother with no or little to no story (I.e EVERY dragon quest game), Id die of boredom in 2 hours. But I pushed through the gameplay of final fantasy 4, 5, 6, 7, 8, 9, 10, Xenogears, Xenosaga, and hundreds of other because their stories were compelling and I was dying to find out what happened next and in the end it paid off. Its calls substance over flash, while some games are all flash and little to no substance.

For exampe Devil May Cry and or Bayonetta, gameplay is great, and fun as hell, but the story is not, if youre looking for deep characters, character development or s good story you will NOT find them those games, but the gameplay makes up for that. So if you can just turn your brain off and have fun killing things then those games work too. Its like watching a Marvel movie vs watching Silence of the Lambs, Seven or American History X. Which one is more entertaining and action packed, and which one is better written and has the better story?


But thats the difference between being a child/teenager and an adult. If I was 12 Id definitely probably find turn based games boring, and I wouldnt care about the story as Id be skipping all the texts and cutscenes anyway (as YOU probably do in all the games that have GOOD gameplay like DMC). But when you become an adult you, your brain and your mind (are supposed to) mature and get more refined. Then it starts to take more than flashing lights and explosions to entertain you. Thats when you start to appreciate a good story/narrative and games that can provide it, which you still like DMC and flash for sure if you have to choose between than and a good story, youre gonna pick the story everytime.

Its also why a lot of adults do and can watch anime (because they have stories and plots) and arent still watching Mickey Mouse, Donald, Bug Bunny and Looney Toons like they did when they were 8. Because they grew out of that as it provides them with nothing, a good story gives you something to eminber and talk about for years (people are still talking about Fullmetal Alchemist Broherhood even though its 10+ years old), no ones talking about (or probably even remembers) Tom and Jerry getting run over by a train

Now Pokemon has little to no story but its collecting and trading aspect plus being able to battle others and see how your team and strategy matches up against their is what makes THAT appealing

But yeah if anyone tells you they played Persona 5 ONLY for the gameplay/because it was fun, slap them because theyre either lying or stupid lol

2 • 
Avatar image for mickpunx
Mickpunx

570

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

@gamerbum: i absolutely agree with you. I played it for hours and just couldn’t understand why it was getting 10/10 everywhere

2 • 
Avatar image for gamerbum
GamerBum

2245

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By GamerBum

@mickpunx:

Yep I hear you. I still to this day don’t get it. I don’t know where or what the hook is in P5R. I’ve no idea what’s supposed to be addictive about the game. Absolutely nothing about it had me hooked and I made sure to keep trying for hours and hours 17 in total lol genuinely wanting to like it and have fun. But again nothing and it actually started to bug me in the end!

Still going to try Exp 33 though. Thank god it’s a day one release on Xbox Game Pass otherwise I wouldn’t be trying it or any of these types of games for that matter!

Curious, is Clair Obscur: Expedition 33 coming to playstation and playstation plus??

Upvote • 
Avatar image for KingWormer
KingWormer

102

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I really really want this to do well. I do however worry that it being free on GamePass is going to hurt the sales and anyhope for an expanded world or more games like this.

Upvote • 
Avatar image for mogan
mogan

19997

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

Edited By mogan  Moderator

@KingWormer: Being on Game Pass probably will definitely mean fewer sales, but I have to assume that everybody involved understands that and the criteria for success have been set accordingly.

Upvote • 
Avatar image for gamerbum
GamerBum

2245

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@KingWormer:

You do realise that being on Xbox Game Pass doesn’t always hurt the sales of a game. In fact it can actually help improve sales at times. Depends on the game I suspect!

Upvote • 
Avatar image for itsnota2mer
ItsNotA2Mer

1105

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

I'm all over this.

Upvote • 
Avatar image for stickemup
StickEmUp

2263

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

I’m really looking forward to this.

I also wish they would remaster Lost Odyssey and put it on PC. I used to have it, but never beat it. My 360 burnt out shortly after I got the game and to this day, I’ve never bought another Xbox.

Upvote • 
Avatar image for neil_law
neil_law

157

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

That's a lot of years of catch-up... The void for this style of game is epic

I will buy this game on every platform

Upvote • 
Avatar image for korachof
Korachof

4

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

Edited By Korachof

Something is throwing me off about the intro to this preview. I really don’t understand why the reviewer says games like this *can’t* be made anymore, with an emphasis on the “can’t,” and yet, here we are, with this game being made. Maybe they meant they aren’t made anymore? Im not being pedantic. I legitimately don’t understand what overall point the writer is making here. If companies can’t make games like this anymore, how come? Fear of not doing well? I mean, the entire article spends time comparing it to very popular titles like final fantasy, persona, dark souls, and nier automata, also games that are regularly being made and all of which have been extremely successful.

It just makes reading the article jarring because I thought at some point it would be touched on why games like this can’t be made anymore, since that was such an emphasized point in the second sentence, maybe due to some kind of copyright or perhaps some other barrier.

2 • 
Avatar image for neil_law
neil_law

157

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@korachof: some people think turn based is a thing of the past, they forget that the first game ever was action based

Devs unfortunately thought customers didn't want it anymore, even though peak RPG era was turn based, another worldly misconception which we all unfortunately pay for...

Upvote • 
Avatar image for korachof
Korachof

4

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 5

@neil_law: Thanks for your interpretation! Unfortunately it doesn’t really work for me when games like Persona 5, Metaphor, FF 7 Remake, Yakuza Like a Dragon/Infinite Wealth, etc. have all been very successful in the West. Metaphor sold over 1 million copies in a day, so I don’t get the argument that turn based games can’t be made anymore or be successful. They’ve been successful this entire time. Pokémon never deviated from it either.

2 • 
Avatar image for neil_law
neil_law

157

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By neil_law

@korachof: FF7 remake for all arguments is effectively action, that was my main gripe to be honest... I feel square abandoned their core aspects. Final Fantasy will always sell well due to budget, at least for another few games. I'm just sad their abandoned the legacy that built them.

Other games all follow this suit of gimmicky or cartoon / anime, that's why I have huge hopes for this game

Upvote • 
Avatar image for Ohaidere
Ohaidere

3262

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

@neil_law: The FF7 Remake/Rebirth games legit have a great battle system and new take on ATB.

Don't get me wrong, I'd still have paid full price for turn based, but I feel like saying it's just "action" or like FF15 really doesn't do what's essentially a modern ATB system justice.

Upvote • 
Avatar image for illegal_peanut
illegal_peanut

4218

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Honest to God, I really do hope this game does well.

This really is the direction I want more games in the US to take. Because this is super fun looking and just fun from all angles. The characters are hot, the world's pretty, the combats interesting, and the enemies look like something you would want to frame in a picture on your wall, and the story is something that I actually would watch a movie of or read. I especially love the art direction. The whole game looks like the concept art you wish more studios would implement in their games (and films).

Yeah, American game devs leave that realism, trying to mimic our current day world BS in the garbage where it belongs. Give me some escapism media like this. And my wallet is literally yours for as long as you make it.

Upvote • 
Avatar image for Dilandau88
Dilandau88

938

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

@illegal_peanut: vote with your wallet!

Upvote • 
Avatar image for illegal_peanut
illegal_peanut

4218

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@Dilandau88: I already do.

Upvote • 
Avatar image for naomha1
naomha1

1097

Forum Posts

0

Wiki Points

0

Followers

Reviews: 12

User Lists: 0

I've had my eyes on this game for the past couple of years and absolutely STOKED to see what these devs do with this game. I'm not usually a Day 1 buy any longer but this gem is def getting my money. I've, literally, absorbed everything I could about this game the past year. Articles in GAME, Game Informer, PC Gamer and EDGE. EDGE had a fantastic in-depth article that really got me super stoked for this game. The fact that the header of this article contains "Lost Odyssey" in reference just made me pee a little.

Upvote • 
Avatar image for brimmul777
brimmul777

6382

Forum Posts

0

Wiki Points

0

Followers

Reviews: 52

User Lists: 2

Sounds good and I’m interested in it,but right now I’m knee deep in Avowed.

5 • 
Avatar image for lon3wolf2002
lon3wolf2002

326

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@brimmul777:

I'm enjoying Avowed too at the moment, luckily I should have it finished/done what I wanted to do in it by the time this drops.

Upvote •