queenlua: (steller)
Lua ([personal profile] queenlua) wrote2025-07-08 03:46 am

clair obscur: expedition 33 retrospective

Okay, yeah, as people watching my Tumblr may have already noticed, I gave Clair Obscur: Expedition 33 a try on a whim (mostly because of this post tbh) & I had a grand old time & now I'm here to dump some thoughts about it before I lose them forever.

Full disclosure, a big reason that I got SO into this game (devoured it in ~2 weeks) was because Bird Guy got into it too, at exactly the same time, and did you know it is VERY fun to blast through a big bombastic game in Your Favorite Genre alongside the love of your life? Highly recommend it. We were heckling each other and swapping strategy protips and speculating wildly about the plot together the whole time; it was SO weeby in our household lol.

We historically have somewhat divergent tastes in video games (he plays FPSes, Soulsbornes, and grand strategy games; I tend more toward turn-based tactical RPGs, narrative-driven RPGs, stealth-action games, and platformers). There's also a lot of places where our tastes overlap (we both love a good puzzle game, hence both of us getting oneshot by Blue Prince a few months back, and we both enjoyed e.g. Breath of the Wild), but up until now I don't think he's ever liked anything in the (admittedly fuzzy) space of "big, bombastic, narrative-heavy 90s/00s-style RPGs."

He's tried a few times! Because, uh, yeah, I do talk about my childhood faves (Chrono Cross, Final Fantasy 9, Final Fantasy 10, etc) frequently enough that he's gotten curious and given a few of them a try. But man, the gameplay of a lot of the older Final Fantasy games was just never going to be appealing to him, and even the ones with more interesting gameplay are showing their age in a lot of ways. I have the nostalgia to help me push past that cruft but I get why he bounced off them.

Happily, this game seems to have been created by a bunch of thirtysomething French guys who were like "we grew up playing 90s/00s-era JRPGs and love that shit, why don't people make stuff in that style anymore, let's do that but with Modern Conveniences and also a more interactive combat system." And goddamn did they ever succeed. A ton of design decisions feel like they were like "let's take [thing we loved from some childhood game] and just bolt that sucker in," in a good way. To wit:

* The overworld feels very Final Fantasy 7 or 8-ish in the sense of wonder it evokes, how satisfying it is every time you get an "upgrade" on your "vehicle" and can travel further and faster, and how fun it is to just poke your head around and explore. Did you know sidequests used to be fun? and had their own little crunchy refreshingly-different areas instead of just being some dull little follow-a-marker-on-a-map fetch quest? They're SO fun here.

* The environment design reminds me of what Final Fantasy 13 was aiming for. That game got reamed by the gaming press at the time for being "one long hallway," and while there's some truth to that criticism, well, FF13's long hallways were never just that. They took a ton of care designing the environments you're running through, and tried to call your attention to them with banter and such. But those environments were rather at odds with the "frantically on the run" story the game was telling; I think players back then were getting frustrated because just dashing down long hallways on the run without stopping to look around isn't very fun, even if it mirrors the character's experiences, and the game didn't put quite enough in the environment to signal "hey, stop and admire stuff here!" (They WOULD try from time to time—e.g., by changing up movement by having Hope pilot some weird mini-mech—but it just wasn't often enough.) Anyway, Clair Obscur is much happier to let you slow down and shout "HEY LOOK AT ME" from time to time, for the better.

* Relatedly: there's no minimap or quest markers in the game. Which did mean I walked in circles MORE THAN ONCE in my dungeon crawling (I am... directionally challenged... in the best of circumstances... haha...), but it never actually frustrated me, because it... felt like I was exploring! (And, yes, they do a good enough job with level design that you're never HOPELESSLY lost. And the environments really are enjoyable to explore, in a pure-visual-splendor kind of way. And that splendor isn't just a specs thing—though, yeah, I was playing on a PS5 and a nice TV and there sure were a lot of pixels, heh—but, just. Choosing to illustrate places that looked cool and gorgeous and not samey and blah? I found these environments a lot more delectable than, say, Final Fantasy 16's, for a recent comparison.)

* There's a few spots in the game where they use a classic trick from the Playstation-era Final Fantasy games: fixed camera angle with a fixed background! because damnit y'all hired some artists and you KNOW how you want a particular scene/environment to look and be looked upon so you can just... force that! It's SO neat even if it's just for a couple side areas.

* I don't think it's too spoilery to say I got hella Final Fantasy 10 vibes from a lot of the characterization choices and overall plot structure.

So, yeah, the game nailed a 10/10 on "bottling up a bunch of highlights from the RPGs-of-a-specific-era into a modern Essence Du Jour." This will probably make me sound either sappy or deranged or both, but I really do feel like it let me share something precious and lovely with my husband in a way that finally got him to enjoy it too, and I'm pretty grateful for that. Sort of like the first time I took him to see fireflies in Kentucky because he, a west coast boy, had never seen them before.

Combat, however—combat is very different than any mainline Final Fantasy game, and it rules, actually.

I've heard people compare Clair Obscur's combat to Super Mario RPG and the Paper Mario series, and those comparisons are apt. Bird Guy's quippy description is "Dark Souls for people with one hand," which is also apt. You don't have to manage 3D movement during combat, and you don't have to do any unexpected fast-reflex-y actions on your turn, but you do need to dodge/parry during your opponent's turn.

(I was worried it would be too intense for me for some reason; it was so totally fine and I had no reason to worry. I started on normal difficulty and actually jacked up the difficulty near the end of Act 2 because I was getting TOO STRONK. Hard is... hard, but appropriately so! feels very satisfying! highly recommend it! And in general the game does a good job of tuning the difficulty so that a tough boss fight will feel IMPOSSIBLE at first, but it'll also motivate you to muck around with your party's skills and equipment, and you'll roll in with some new strategic angle, and... lose again, but less badly this time! And after a few more loops of really learning and practicing those dodges, you'll prevail and shout wildly and it's VERY satisfying.)

The plot's another thing I was a little apprehensive about going in. The premise sounded a little stilted/weird/cheesy to my ear, and the vague rumblings I'd heard about the game online made it sound like it was all going to be some sort of philosophical-dilemma-disguised-as-a-story sort of deal, which is just not interesting in to me. (I very seriously entertained majoring in philosophy; I've taken classes on "what if we were a brain in a vat tho" kind of dilemmas; I get the appeal. I just don't find it as appealing these days :P)

Without spoiling, I'd say it doesn't really demand deep philosophical wrestling any more than, say, Christopher Nolan's Inception does—it's there if you want it and I'm sure forum nerds are arguing about it at we speak (<3 you forum nerds, you are my people), but it's mostly focused on some broader thematic concerns and the attendant characters. I don't think the characters or their world are quite as juicy in terms of their interpersonal dynamics or as fully-fleshed-out-in-relation-to-their-world as, say, the Final Fantasy 10 cast... but they're interesting enough (Verso and Maelle prove particularly chewy), there's good synergy in the ensemble, and the game REALLY leans hard into the light-and-dark interplay suggested by the title. The bright/charming bits are SURPRISINGLY goofy and silly and disarming for it; the grim bits are grim in a PG-13 way but no less satisfying for it.

Okay that's al lthe general stuff. Some more spoiler-y and off-the-cuff thoughts below—no major spoilers but if you're like "I do not even wish to Know The Name Of Potential Bosses In The Game," yeah, here's your chance to stop reading.

* Monolith Renoir is the best fight in the game, probably up there with Metal Gear Solid 3's The End for how much I enjoyed it. I'm sort of pissed they don't let you keep checkpoint saves at specific points in the game, because I'd like the ability to just redo that + a couple other interesting boss battles, with the stats/equipment I had at that time, and that's simply not possible without playing the entire game over again. What a shame.

* In a way I sort of wish they hadn't removed the damage cap at the end of act 2? Part of what made Monolith Renoir such a FUN boss was that I was regularly hitting the damage cap on a lot of my main attacks, so I was having to get aggressively clever in picking my skills to maximize my damage output—multi-hit attacks, even if a little weaker, became MUCH more valuable because 60%*3 is a lot higher than 100%*1. Act 3 onward, it is sort of fun pumping up Maelle's third-level gradient attack so she can land a 8-million-damage attack, but it also felt like once I'd figured out a few core algorithms for maximizing my damage output, the game was more or less "solved" and became a little less interesting. Give me more constraints!

* Bird Guy's favorite part was Act 1; I think I liked Act 2 a bit more overall. I get why the Act 1 love—Bird Guy said it's just really satisfying to slowly discover this world, and it's so well-paced, and it feels like there's something a little new and different in every dungeon. In Act 2, he was getting a little "uhhh why are we following this Verso guy again" feelings, and said the motivations for the characters felt less crystal-clear, and it was clear they were Hinting At Larger Mysteries But Not Revealing Them Yet... and yeah, unsurprisingly I liked Act 2 for all those reasons LOL. They're both really strong, to be clear, it's just interesting to notice the subtle things that draw people in or repel them.

* I really did not love the killing-as-a-mercy angle the game clearly wanted me to agree with at the end of The Reacher. I'm not even sure I disagree with it, but I'm not sure I agree, and I didn't love that railroady feeling. I can bitch about it with more specificity and more spoilers in the comments if anyone cares LOL

oh god also i forgot to mention the soundtrack. straight bangers, every single one of them. i have the sheet music for "alicia" and "verso" sitting on my piano as we speak. truly it is the 90s again and they got their own damn Uematsu lol
rionaleonhart: final fantasy versus xiii: a young woman at night, her back to you, the moon high above. (nor women neither)

Major Clair Obscur spoilers in this comment!

[personal profile] rionaleonhart 2025-07-08 12:00 pm (UTC)(link)
It's such a stunning, fun, weird game! I had a great time with it; I'm glad you and Bird Guy did too. Even if it does love its 'killing-as-a-mercy' implications, which is a theme I'm pretty much guaranteed to dislike. (Please bitch away if you'd like to!)

I did enjoy Verso's reaction to that moment at the end of the Reacher, though. I'm glad the game acknowledged that Maelle could have at least given him a chance to say goodbye, and apparently it just... didn't occur to her?

Thinking about it, it feels like Maelle's failure to register the real weight to Alicia's life and Verso's relationship with her is actually weirdly reflective of the story's attitude to the people of this world in its ending, but I'm going to sit on my hands to keep myself from getting into my issues with the ending choice; I've talked about that enough on my own blog!
rionaleonhart: final fantasy viii: found a draw point! no one can draw... (you're a terrible artist)

Re: Major Clair Obscur spoilers in this comment!

[personal profile] rionaleonhart 2025-07-09 08:53 am (UTC)(link)
the "well obviously someone with physical disfigurement would simply Prefer To Not Exist" angle (the latter is pretty fucking yikes to me!)

It's so bad! I got distracted by other elements of the ending when I was talking about it, but I really disliked Maelle's 'well, of course I don't want to leave the canvas and go back to my WORTHLESS REAL BODY, I'd rather just stay here and die' talk at the end, too. As much as I love this game, there's a really unpleasant 'well, obviously this Tragically Disabled person would be better off dead' undercurrent to parts of it.

I'd be like, "yo FUCK your mom, you can be so much more than she ever dreamed you'd be, c'mon let's go be badasses together."

God, this would have been so much better. Maybe Alicia's problem is actually that she's at the top of a tower, isolated from everyone! Bring her to the gestral village and let her make some friends!

(VERSO IS LITERALLY RIGHT THERE. HE IS FAMILY. COME ON.)

Exactly! Alicia is part of the painted replica of the family; her family is Verso, who is within the painting! Being erased will take her away from him, and it won't bring her any closer to the original family either.

you're immediately treated to Verso breaking down and repeating "I don't want this life" over and over and it's like ohhh I see lmao sorry bud.

Sorry, Verso! But, hey, everyone else wants their lives, so... hopefully the fact that your existence is helping to preserve theirs can be some consolation?

"if you hit the 'undo' button on a genocide in this universe, are the people who are recreated the same people, or totally new people"

Hmm! There's some interesting scope for unsettling fanfiction there, where the people Maelle has repainted don't quite feel like the people they're supposed to be. After all, they were originally painted by someone else, and no two painters have quite the same style.

(Maelle turns out to favour cubism, with disastrous results? Maybe not.)
lassarina: (Default)

Re: Major Clair Obscur spoilers in this comment!

[personal profile] lassarina 2025-07-10 10:28 pm (UTC)(link)
I have read some good fic in this vein, yes yes.

I do think.....Maelle could have chosen better even if she was determined to enslave Verso's remaining soul for her own purposes, by *not repainting Verso.* But that's very "wow a sixteen year old sure is a bad choice for a god, isn't she" in keeping with the rest of her, like the "well I'll just kill Alicia" (and I have a complicated feeling about the disfigurement too; Aline's journal talks about how she cannot even look at Alicia but then she repainted her the same way as....punishment for whom? But also like Maelle's now spent sixteen years being able to move and talk and she doesn't want to go back to NOT having that, which I can understand, but that could have been framed way better and wasn't.
lassarina: (Default)

Re: Major Clair Obscur spoilers in this comment!

[personal profile] lassarina 2025-07-11 02:23 pm (UTC)(link)
So I picked Maelle's ending and "Screaming on the Inside" is *absolutely* what his face conveys--he does not want to be here, he is suffering perhaps even more than he did before they fought Aline and Renoir, and it hit me square in the chest how aggressively not okay that was.
lassarina: (Default)

Re: Major Clair Obscur spoilers in this comment!

[personal profile] lassarina 2025-07-25 09:52 pm (UTC)(link)
YEAH. yeah. I mean Verso is in fact a selfish jerk in a lot of ways, but also those ways make sense, and also no right answers, but WOW the way they pulled off the expressions and animations in this game - I noticed right at the beginning that characters' eyes moved when they talk like a person, not like a standard game model - just made that hit SO hard.
lassarina: (Default)

Re: Major Clair Obscur spoilers in this comment!

[personal profile] lassarina 2025-07-10 10:26 pm (UTC)(link)
hi yes +1 to every paragraph.
karel: (Default)

[personal profile] karel 2025-07-08 03:30 pm (UTC)(link)
I've heard a lot, a lot of good things about this which keep pushing it higher on my to play list, really interesting to hear from a second person about the FF10 comparison, was a huge fan of that one, so, very cool! Thanks for such a detailed post!
uskglass: Cropped version of an Edward Lear illustration of The Owl and the Pussycat (Default)

[personal profile] uskglass 2025-07-08 07:25 pm (UTC)(link)
truly it is the 90s again and they got their own damn Uematsu lol tbh this is SUCH a selling point for me even all on its own. I'm interested in this for All Of The Above Reasons (including also being a cut-teeth-on-Final-Fantasy person with a didn't-grow-up-playing-JRPGs spouse) but music!!
lassarina: (Default)

[personal profile] lassarina 2025-07-10 10:24 pm (UTC)(link)
THE SOUNDTRACK IS SO GOOD AND I LOVED THIS GAME SO FUCKING MUCH.

you *can* turn off the damage cap break, though! And you can change settings to lower it again at flags. (I, a scrub, played on story and found it mostly appropriate for my averaged-out ability; on a good day I could almost certainly handle Normal or Hard but on a migraine day even story could be tricky, so.)
lassarina: (Default)

[personal profile] lassarina 2025-07-11 02:21 pm (UTC)(link)
(fair fair yes balance is hard)

Yeah that Maelle trick is, uh, basically how you cheese an optional boss that is otherwise--like, it's *possible* to fight him the long way around, and I did in fact grind through part of the fight that way, but then I got frustrated and quit lol.
seasaltmemories_14: (Default)

[personal profile] seasaltmemories_14 2025-07-20 02:20 am (UTC)(link)
Glad to hear you and Bird Guy had a great time! I had more mixed feelings as someone's whose reflexes suck and tend to get bored with PG-13 grimness. Usually hits a weird "you're trying to make me emotional over something that is incredibly basic but the narrative seems so impressed with it" (Think Act 1 end) Still like you said with the bosses, for all my frustrations I kept wanting to come back and try again so I am definitely interested in their future work

- Monolith!Renoir does rock, big fan of the character in general, although I think he comes off as a bit too reasonable it hurts other parts of the narrative, like having him have experience with getting lost in a canvas and Aline coming during the final boss fight validate a lot of his arguments for destroying the canvas. There's still an element of "patriarch trying to hold onto control" patronization, but I feel like his flaws could have been sharper

- My biggest critique for the ending is that Maelle should have been the one to make either choice. I went with the Verso route bc despite the ethical implications, I was more allured by resolving family drama than actually attached to Lumiere or the world. If the game didn't care about its implications, I couldn't bother to care. But the fact the only way to express that decision was by another man putting down an overly emotional/delusional woman who can't be expected to indulge in escapism safely is not a good look. Even taking into account the overall themes of suicide/self-destruction, this game really has an attitude of "ppl will only walk away from the ledge if they are forcibly pulled back" which isn't super respectful to anyone!

- I did overall like the game, but I have wanted a space to bitch about the current critical darling to ppl who get it is still doing cool things.