Clair Obscur: Expedition 33
Clair Obscur Expedition 33 Review
Spoilers a plenty!
“It is the best game ever.” + “Rejoice! RPGs have been
revived!”
vs.
“I just enjoyed this great game.” + “It is Game of the Year
for me.”
After a long month, I finally finished Clair Obscur:
Expedition 33 (E33). I did not 100% the game, as in "do all side quests and collect everything", I tried most of the side quests, I could not do all of them. Before you, the reader, goes any further, allow
me to say this: I will hold nothing back in terms of criticism. It does not help
if no one speaks their mind and most of my opinions are subjective but I will
try to put them into perspective and be as objective as possible. So, if you
can’t stand any bad words about anything related to E33, leave now. I respect
your opinions and feelings, if put in a reasonably humane manner, but I do not
wish to make anyone feel bad because I don’t agree with them. If you do leave,
come back, and say hello to another review!
If any developer is reading this, first, congrats on a great
game, and second, I do hope you can cherish my humble criticisms which I deem
to be constructive.
E33 has been incredibly divisive among gamers and sparked
hate, disgust and downright racism (or accusations thereof). Thankfully, the developers
were very amicable about everything. They praised young and old games alike and
shared their inspirations openly.
Story
E33 opens with luscious scenery of the fictional town of
Lumiere. Everything is floating, there are pieces of furniture flying about,
flowers everywhere… Seems idyllic, otherworldly, from the very beginning. The
usefulness of the city is quickly replaced with the looming giant of a monolith
across the water. The monolith says 34 carved in light. We meet our first
character, Gustave, a 32-year-old man with a lovely blue suit and a mechanical
arm called Lumina Converter. He plans to give a rose to her ex-girlfriend
Sophie, and in his nervous hour of need, gets teased by Maelle, a young
adult/late teenager with beautiful red hair and a cutesy voice. Her cuteness is
quickly met with her fierce and realistic attitude toward life and how things
work in Lumiere and she challenges Gustave to a duel. After a friendly match,
we meet Sophie in a white shirt and red skirt (in a most particular French
fashion of A-line skirt, mind). We soon find out that Sophie, and other
33-year-olds, will vanish from the face of the earth and turn to, not dust, but
rose petals. Here we start seeing the true face of Lumiere and its world: the
so-called Paintress wakes up once a year to carve an integer one less than
last, and humans of that age disappear. This Paintress is a white-haired figure
who is sitting, knees bent and arms folded across her face as if she is
constantly crying, at the Monolith. Every year, a group of people, called
Expeditions, travel to the continent where the Monolith resides, to learn about
the Paintress and eventually kill her and break the cycle of death. After we
lose Sophie, in a tragic scene, Expedition 33 sails toward the Paintress and
the big journey begins.
Some simple facts: The story is told in Prologue, three main
acts and an Epilogue. There are no player choices to dictate the story, except
at the very end where one must choose between two paths. The game is full of
cutscenes that are very emotionally charged but also not without comic relief.
Many story details are hidden in notes that past Expeditions have left for us
to find, most contain valuable information about Lumiere’s world and the
Paintress.
Get ready for criticism (and big-time spoilers all over) here
below:
One thing that became clear soon to a JRPG fan like me was
that Lumiere’s world, despite its luscious sunshine, beautifully curved paths
and eccentrically colored forests, is macabre. There is little occupation by intelligent
agents, i.e. the villages are not plenty. It’s all dungeons or very beautiful
static scenery where you obtain collectibles. There is only Lumiere and Gestral
Village/Beach, basically. I wish there were more villages and cities to explore
and it could have been easily arranged as the world is rich with all sorts of
creatures, not just humans. There are Gestrals (wooden speaking martial art
loving giants that are a bit soft in the head), Axons (huge enemies that
control their own territories that keep the fabric of the world together),
Nevrons (the smaller enemies that may seek to kill humans and Gestrals alike),
and some special rocks.
There are many explanations for what any of the creatures
are, for example, some Nevrons being created by Maelle and Clea from the
Dessendre family to help the fight tip in favor of their mother Aline. Or wait,
is it… the father, Renoir?
This brings me to my first major no-no in E33’s
storytelling. I call this “Souls-like” storytelling. This is harsh because
frankly, Sekiro for example does not have a story. It does not. E33 is miles
ahead of Sekiro in storytelling but they do share something in common. While
the intrigue of the world given by the past Expeditions’ notes is great (and
the first scenes where the atmosphere is presented), by taking away the text
and essential scenes to tell the story, the character’s motivations and
aspirations clearly, you are leaving to the player all the work that they may fail
to accomplish. So, people turn to Reddit for discussions.
Let’s go late in the game where we meet Clea,
Maelle/Alicia’s sister. This is the conversation between them:
Clea : “Alicia ??”
Maelle/Alicia : …. (she has lost her voice due to a fire in
their manor – the Dessendres are enjoying a rich aristocratic lifestyle full of
art and charm until the day of the fire)
(By the way, Clea’s delivery is one of the best emotion
evoking performances in the game – you truly want to despise her for her
directness with Maelle and you feel her resentment toward everything and her cold-hearted
approach to the problems the family has been facing)
Clea: “She’s (Aline) a grown woman and she is the head of
the Painters’ Council. She failed her responsibilities.”
“Don’t be so naïve. The world doesn’t stop simply because
our family is in mourning.”
“The conflict is spreading and there are things I must do if
we Painters are to survive.”
“The Writers used you against us once before, they won’t
hesitate to use you again.”
“Lest you forget, the only reason those two are in there is
because your naivety cost Verso his life.”
Or this conversation:
Maelle: “You are not Verso, no”
“You look and sound just like him. But you’re you.”
“I’m still Maelle though.”
“If I’d listened to Maman – if I hadn’t trusted the Writers,
Verso would still be alive, and you-”
“Maman painted a rather unflattering portrait of him. He’s
much warmer than the Renoir you know.”
Why are you still Maelle though? You are now a painted
version of Alicia as well, you painted yourself into Verso’s canvas and have
Alicia’s memories. I thought Renoir also painted himself into Verso’s canvas –
what does that mean in terms of agency in Aline’s version of Verso’s world? Who
are the Writers? Why was Alicia naïve, what did Writers do to convince her to do
whatever that eventually caused the fire? What is this all about?
You may have conjectures about all of these. You may claim
understanding of all of these. The issue is that they are not at all clear in
general. The script is convoluted and there is way too many mysteries
presented than explained. You may be charmed by how cinematic this all feels
but to me, the story and the script feel disjointed and scattered. Nothing is
painted in a coherent manner and not much is resolved in the story (except people
just die). Is this all part of the next saga? The amount of mystery is too much
for a game that professes to be self-contained.
And what happened to Lumiere? The grief of losing loved ones
and the prospect of saving them? All condenses to loss of beauty and voice and
loss of a son. I say condenses because our grief, our connection with the characters
and story become so shallow and diluted. The whole Act 1 disappears as Gustave
dies. Why does not Maelle or Alicia use her chroma to return Gustave? Was it
because Gustave died in the hands of Renoir? More on this in character
development section below.
Alicia’s letter to Verso is also a jumble of words and
phrases. “Oh how seeing your expedition through would plunge us all into the
abyss” What? Does Verso have his own expedition? Huh? “For in ridding the world
of the Paintress…You’d lose the sole force standing against the one who would
erase us. The one who invokes the flowers of the Gommage. An act of love. For
he does love her. Your father. On her Monolith, she paints a warning for us
all. Of the few she can save as her power wanes.. You mother paints life whilst
your father paints death. What will you paint?” Why is the Gommage a symbol of
love? Renoir to Aline? But then Aline is the one committing it? Or is Renoir
the actual one committing the Gommage? As you ask these questions, you do
realize what the story is actually saying, however the writing is way too
indirect. When things are mixed up in too much mystery, I can’t help but think
this is all “smart and serious talk” and something that does not have a clear
direction. I felt the same playing Xenosaga a bit. I remember Nephilim asking
Chaos “what will you do?” before saving or not saving KOS-MOS. While similar
criticisms have been extended to Xenosaga, at least, we were promised a
continuation of the story. (side note: I still love that line though, it
totally catches you by surprise and the whole events that follow are sublime, anyways
back to E33!). The indirect storytelling was way overdone.
Characters and character development are also problematic. I
have seen many people saying they cried so much in the first act. I… could not
cry at all and I am a crier! The reason is simple: I could not feel attached to
the characters. The biggest offender of this was Gustave. People say Gustave is
such a vital character.... How? He dies in Act 1; he is completely erased from
the hearts of the other characters all too soon. He is not revived by Alicia’s
chroma because he could not matter less to anyone. Such a letdown. One could
have little presence and still matter in a story but Gustave simply did not. A
filler character if I know any character in fiction. Redeemed in the eyes of
the gamers with the one liner “For those who come after”… Same goes for other
characters but at least we have got to spend time with them at the camp and
hear more from them. Sciel is the character I was able to attach to the most.
She is presented as this very down-to-earth, believable, relatable and
charismatic character. Lune also has a complex character: she is fierce,
unforgiving, calculating and unsympathetic especially toward Maelle. Sometimes
I swear I almost thought Lune would say to Maelle: “Why am I not the main
character and everything is about YOU?” but alas she did not. Which brings me
to my other complaint. Characters are simply not dynamic. They never really
changed. Even Maelle, has not changed but replaced or merged with Alicia. I
really liked the ethical dilemma that Aline and Renoir’s war represented (later
in the game it became Verso and Maelle’s): do we kill off our imagined family and
live in reality, or do we keep them to feel close to one’s we lost? By the end,
however, the dilemma revolved too much around Verso, that it became artificial
and Lumiere and its peoples did not matter. Characters did not change in their
stance within this dilemma. From the very beginning, Verso, with all the
subtleties and lies he told the Expedition, never meant to keep Verso’s canvas,
likewise Maelle/Alicia being forced by Clea to help Renoir to erase the canvas,
was also never meant to destroy Verso’s canvas. All the characters’
motivations, no matter how poorly clearly stated they were, remained static.
There wasn’t any moment where I went: “oh wow, that was a surprise” or “oh wow,
I think I may have seen it coming and I see where it comes from, but it totally
got me!”. This is a complaint about complexity of characters and how we bond
with them. Esquie is probably the most developed character out there. I am half
joking, but he was truly an interesting character with Whees and Whoos. Half of
this, again, has to do with our bonds with the characters.
Another thing that may improve our bonding with the characters
is their flaws. In the beginning, when Renoir attacks the expedition, Gustave
starts distinctly panting and coughing, which made me think that he may have
some sort of panic attack or a respiratory problem. But no, it’s just a cough. In
the world of Lumiere and Gommage, one could imagine a severe psychological profile
of people but this is not portrayed well. Even Maelle’s being an orphan is just
that, Maelle is an orphan. There are cutscenes where we see Maelle being attached
to Gustave, but then he dies. Maelle, despite all her screen time, becomes underdeveloped.
People may remember Maelle after all the PR of the game, a decade later, but what
kind of character was she exactly? I was left severely disappointed at how
prominent Maelle was in the game and yet there was so little complexity. On the
other hand, because Maelle is the center of the show, Lune, Sciel, Monoco, even
Esquie with all his charm, become even more filler characters… Noco…started out
great and then…
People compare E33 to Final Fantasy X for example. Story,
characters, character development were miles and miles ahead of E33. Despite
being two decades old, I still remember how Yuna changed from the loving caring
obedient character to the questioning, even more self-sacrificing person, how
Wakka starts out a bigot and then turns accepting. In contrast, how Lulu is
unwavering, never flinching, despite all odds. They leave an impression. The
story is less complex in FFX than E33 for sure but within FFX’s execution, the
time we spend with the characters in so many different contexts, cities,
cutscenes, dialogues, we became attached to them.
The script in-game can also be jarring and makes me think
the script writer is cocky and taking themselves too seriously. In the White
Tree, for example, you read the Expedition 36 file (a nice poem btw) and
afterwards Lune goes “This world is full of wonders.” and Maelle goes “Yet
everywhere we go, we walk with death.” And immediately after, you pick up a
music record and Maelle goes “Nice.” Sigh.
There is some sort of relationship building at camps. I did
enjoy some of the conversations a lot, especially between Sciel and Verso, and
particularly when Sciel talks about her husband. You may also unlock special
attacks after you interact with people enough times. This is where it gets
weird again. You can level up by just pressing X and initiate the many
cutscenes in one go... Feels too plastic, I wish that was embedded a bit
better. You can have an intimate time with Sciel, then go with Lune and talk about
her guitar, then get into a fight with Monoco, all in one night. Eh.
Gestral Village is the best location in the game, it is so
fun to talk to every single Gestral. They all had unique things to say and do.
I wish this kind of thinking was expanded and used to create more locations
like Gestral Village.
I am being extra harsh but it’s needed, because I think
while the storytelling is confused and scripts are haphazard and too
holier-than-thou, there is undoubtedly some love and thought put to the story
and it deserves all the criticism it gets so that the next game is even better.
Otherwise, I would have said, the story is ok and moved on.
Gameplay
Even the gameplay was a huge contention among fans and
haters alike. It is a turn-based RPG. I am not sure if I want to get into the
JRPG definition conundrum. I wouldn’t call it a JRPG because E33 doesn’t heavily
remind me of the past JRPGs I’ve played, it does have elements from past JRPGs.
The battles are carried out in a separate screen as in most turn-based
RPGs. There are at most three characters you can play at any one time and you
cannot swap characters in battle (which is a dreadful shame).
One distinguishing stylistic choice in the gameplay is the
parry and dodge system. The moment an enemy lands its attack on you, if you
press the right button, you can parry and gain action points that are used in
your turn. It was fun at first, but this entire system drags after a while. So
much so that yet another type of parry is introduced later in the game:
Gradient Dodge, which can be performed before a Gradient Attack. Gradient
Dodge, while very cool looking and satisfying (and far easier than a parry),
does not offer in any way a strategic element to the gameplay. I would rather
have only gradient dodge or only parry because it feels overdone. It is by no
means difficult to master, especially when you die multiple times and you’ve
memorized the rhythm of the enemy attacks but it does get tedious. Sometimes
you can’t parry or dodge because you can’t see the attack (e.g. Creation,
Lampmaster bosses). Some areas were really dark and all you could do is learn
the attack pattern by sounds rather than visuals. Which brings me to another
point about music and parry. A reason some players, even experienced ones, fail
to parry attacks they’ve learned may be because of the tempo of the music. Our
perception of time may be altered by the tempo of music (side note: and tempo
of exercise has a similar effect). If the battle has ups and downs in its
music, then it may contribute to the lack of attention or parry timing.
Regardless, you absolutely need to master Parry or Dodge to finish
the game. For example, there is a time when you play as Maelle only and in one
fight you face three enemies: they had six consecutive turns. Get but one hit
and you die. Parry and Dodge / Gradient Dodge are essential.
So how do you upgrade the characters? You collect these
Pictos, which are passive skills that have various effects: adding an extra
Action Point when you successfully parry or start with a Powerful effect (adds attack
power) etc. You equip these Pictos and when you battle enough times, everyone
can have access to them using Lumina points, which are acquired with Colors of
Lumina that you find in the world at large. It was great after a while, but the
Pictos do pile up quickly and I found it tedious to go through each Pictos to
see what their effects were. (Minor point: the menu overall could be better, in
the main menu, sometimes I wouldn’t know if I am on a character or not). Some pictos
may also be overpowered, such as Painted Power. It is perhaps the only one I
really cared about as it breaks the 9999 damage cap.
You earn skill points to unlock new abilities. This is where
I am baffled the most. I did not change a single skill once I unlocked six skills.
Ever. It did not matter. It does add variety to the game but to win, they are
not needed. That is parry/dodge system is a double-edged sword, while it adds spice
(not novelty!), it takes away strategy. I never once stopped to think: “ok let
me switch to this skill now to kill this boss”. Not once. The only skill in
memory that I thought was absolutely essential was Monoco’s Agile skill Chevalière
Piercing, which damages enemies in spite of their shields and moreover, the
damage scales with the number of shields the enemy has. The rest were superfluous.
There are status effects, like Silence, Cursed etc. They are
not very prevalent and do not add much to the game (again parry takes the cake
here). However, some battles are scripted with status effects where you need to
do the right thing to win. I loved those. In fact, boss battles were really a
highlight for me. They added variety, the designs are absolutely gorgeous and each
had a separate meaning that fits Lumiere’s world.
A minimap had to be included. I know the developers
intentionally excluded it so that we explore more but it makes one more
frustrated than curious. You are sometimes not rewarded for exploring and when
you explore a lot and you get nothing, you feel bad. Not to mention, lost, so
expect drawing circles a couple times. This was particularly felt in Tainted
Meadows inside the Monolith. At one point, I just decided to proceed and not
bother with all the twists and turns.
In the world map, there is no fast travel, although the
distance feels shorter than it looks on the map! You can set up camps at any
time. They do remind me of Chrono Trigger, but I thought the camp areas could
change depending on where you are on the World map but ok.
There are gazillion side quests. Go out and explore the
world, for you will find plenty of places to gaze at and new bosses or even
main characters lurking in the background.
Overall, despite its flaws, I enjoyed gameplay. The fun is what matters, and I did enjoy parrying a great deal, I just wish it was polished a bit more.
Graphics
Lumiere’s world is gorgeous. Everything is so pleasant to
look at. The game is also optimized really well, I never once had a hiccup. The
monster designs, especially bosses were excellent and replete with variety. Some
facial expressions were a bit awkward but ok. I especially liked Gustave’s
eyerolls at Lune! Those outfits! Cosplays will be so lively for this one. The
fashion alone is something to behold in this game.
I can’t really find a big fault with graphics at all. There
were some dark areas (that cave!) both in and out of battle. In battle, it made
parrying an issue but overall, I did not mind it that much.
I also loved the transition to 4:3 aspect in the noire filtered
cutscenes. E33 oozes with style!
Sound
Sound design was excellent for the most part. Every sound effect
made sense. It’s nothing groundbreaking (looking at Silent Hill games) but I
did not find any sound being out of place. There was one particular glitch, at the
end of Paintress’s end cutscene, an “enemy alert” sfx was inserted but this is just
a glitch.
Voice acting… is where I differed from most people on Twitter
I think. It was a big hit or miss for me. I could not connect with any of the deliveries.
Yes, even Ben Starr’s Verso, Jennifer English’s Maelle and Andy Serkis’s Renoir.
They are not bad of course but I found them overly melodramatic, pretentious at
times, and too whispery as if we are in a Hollywood movie. I also do not care
for the occasional “Putain” or “Merde” which weren’t pronounced properly at
times anyway. I found the French dubs to be much more genuine and natural. I wish
I played the French version first.
I never…cried at anyone’s performance here. This is another reason
for not being able to connect to the characters well. Only Sciel’s brief talk
about her husband made my throat itch, I could hear the actor’s voice crack as
if she was really about to cry. It is very hard to pull that off! Even Aline
with only a few lines managed to bring chills down my spine: “I’m. Not. Crazy.
I know exactly what I am doing.” Or “You are not my Verso”.
I don’t like comparisons, but readers may feel the urge to
ask: what recent performance in a videogame have you cried for then? I played
Detroit: Become Human. I cried bucket after bucket. Sometimes a single thought
of Kara and Alice made me teary eyed. Markus’s struggles as a revolutionary…all
the VA were so impactful (and well… the story is incredibly well-crafted but
then that’s the game).
Soundtrack on the other hand is superb and wonderful. More
on that below.
Conclusion
Given how I unabashedly criticized the game, perhaps one may
think I did not enjoy the game or worse I hate it. Hate is a very strong word that
is better banned in most art discussions. I enjoyed the game very much. I would
give it an oscillatory 8, sometimes 7.5 sometimes 8.5. Given the efforts of the
developers and first-big project for the composer, the game deserves all the acclaim
it gets. If you like turn-based battles, avant-garde film/story making, and enjoy
a big fictional world, then you will enjoy E33. While its impact isn’t as big
on me as it was on others (see quotes above), I will remember the game fondly
and I do expect an even better game next time!
Soundtrack Review
Composer: Lorien Testard, Alice Duport-Percier
https://vgmdb.net/album/149020
This is Lorien Testard’s big debut album. Alice
Duport-Percier, the singer who sings all throughout the soundtrack, also co-composed
her songs with Testard. It’s almost full day’s worth of music. Gasp.
What an accomplishment. I would say the soundtrack is the
best thing about E33. There is infinite variety in Testard’s musical brush: orchestral
work, wonderful heartwarming arias, jazz (Monoco), catchy synths (Gestral
Beach - I'd Rather Play Pétanque!), acoustic guitar, staccato strings, piercing
solo violin and piano, even Brahms samples going full baroque (Lampmaster)
and of course all too European (French) accordion combos (World Map - In
Lumière's Name). I enjoyed my time so much with this soundtrack, I am sure
I will keep returning to it.
The soundtrack opens with a wonderful operatic aria, Alicia.
It is one of the core melodies of the game, and will come back as leitmotif in
other songs which I adored. The music is very emotionally charged but they
never overstay their welcome. Lumiere, is a lovely folk track that is
also a core melody and gushes out the love for violin that the composers have
for sure. The choir that accompanies Percier’s singing is gorgeous too.
Battle themes are highlights as well. For me, these in
particular: Paintress, Orphelin, Divided Swords, Of
Virtuosity and Heart, Tisser la Beauté, Rouge d’Iris, Portrait
Imparfait, and Gestral Merchant. Percier’s singing in battle themes is
so powerful. I would respectfully suggest power/symphonic metal songs for
Percier and Testard’s composing talents, it would be such a good combo. Also a special
shout out to Tisser la Beauté, which uses Cümbüş, a traditional Turkish
instrument and it sounds lovely. The name, Cümbüş was given by the founder of
the modern Turkish Republic, Mustafa Kemal Ataturk. Needless to say, this is
the first time I’ve heard this instrument in such a battle theme context!
There are very long tracks with many ups and downs as if they’re
telling a story. I loved them all. Most notably: Une vie à rêver (feat.
Axelle Verner), Une vie à peindre (feat. Victor Borba), Une vie à
t'aimer (feat. Victor Borba). Some parts are filler sure, but it works.
I loved Percier’s singing and Testard’s arrangements, but sometimes
it got way too chaotic, looking at you, Renoir’s Drafts - Gone Away (Battle
Theme). Percier’s operatic flair is turned into a bit pop-like here which
made me cringe a little but thankfully these weird parts are very few and far between.
(To those who compare this OST to Nier’s. It can only be a compliment
either way. They are different and beautiful in their own ways. I always try to
make a comparative analysis and not a competitive one.)
I did listen to other songs compiled elsewhere. Among some
of the great missing tracks are: Our Painted Death and Our Drafts Unite
(Training), the latter using Alicia leitmotif to great effect despite being
very short.
A full soundtrack (8 CDs!) and vinyl versions are promised to release in February 2026: https://vgmdb.net/album/151422. Can’t wait!
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