
Clair Obscur: Expedition 33’s premise is simple, an expedition is sent off to destroy the Paintress who, every year, paints a number on a clocktower. Anyone of that age will instantly die, so you can see why there’s a little bit of urgency.
What follows is the rather morbid adventures with a variety of characters, of whom we met Lune, Gustave, and Maelle during our preview. During such, players will face tons of enemies using the game’s turn-based yet reactive combat style, all while uncovering the mysteries of Lumière and the white-haired man who almost decimated Expedition 33.
Now, given that, it’s easy to see the draw for Clair Obscur: Expedition 33 (which we’ll be calling Expedition 33 to save our fingers). The premise is easy to grasp, it’s interesting, and it contains some fantastically beautiful characters, not to mention styles of combat we’ve not seen before in most games. And while unique, the latter could just be its downfall.
Beauty beyond all battles
Before we dive into the combat, there’s something (or a lot of things) to be said about Expedition 33. It’s stunning. Whether you’re watching the multitude of cutscenes or are getting lost in the sometimes confusing landscape of Lumière, everything is undeniably beautiful.
There’s a kind of magnificence in the devastation that surrounds you, which is largely due to the stellar visuals from Sandfall Interactive. Every body, monster, or region you come across feels realistic. Each protagonist feels unique and well rounded, which is complemented by the stellar art design that encapsulates them.
As such, it’s hard not to get lost in the beauty that surrounds you, as well as the game’s realistically designed protagonists and terrifying monsters.
However, that does little to rectify some of the gameplay shortcomings. Sure, exploring can be captivating, but confusing camera angles pull you so far away from the characters that you lose that immersion, as well as the occasional battle.
Fight, fight, and fight again
Now, don’t get me wrong, there’s something positive to be said about Expedition 33’s combat. As previously mentioned, it’s turn-based, with reactive notions sprinkled throughout. Players must perfectly time parrying, dodging, and jumping in order to avoid any attacks, though which one you need to do and how to recognize that (aside from jump) is anyone’s guess.
Then, when it’s your turn, Gustave, Lune, and Maelle can combine attacks to inflict burn, elemental damage, or attack weak points in order to maximize the impact of your weapons. Combine that with timing mechanics during those hits and you’re likely already beginning to wonder what I’m on about when I say it’s ‘boring.’
Interestingly, despite all that, the combat felt repetitive and pretty dull in the end. Once you’ve done that five times, you feel like you’ve exhausted this style of fighting. And considering the number of enemies faced during the four hours of preview, it’s already a feature I’m slightly concerned about.
Of course, you meet boss battles, and different enemies have different weaknesses or ways to fight, but the premise is the same, and when that’s back-to-back, split up by a small bit of running, it’s easy to see why Lune constantly wants to make camp and get away from it all.
Now, that’s not to say the combat isn’t good, it could be right up some players’ street. That style of gameplay allows for some heavy tactics and eventually, you’ll be able to manipulate your Pictos (think skills) into a deadly team. It’s just, when that’s happening as much as it does in Expedition 33, it can feel tedious.
Ultimately, Clair Obscur: Expedition 33 is beautiful, its visuals and storyline are guaranteed to be a large draw into the game and, while its combat might not be for everyone, for those that love it, you’re in for a treat.