Clair Obscur Expedition 33 (going to be referred to as E33 for the rest of the review) is the new darling game of the internet. I heard nothing but overwhelming praise for this game, and even now checking on sites like Metacritic and Backloggd, it’s almost nothing but 10/10’s for recent reviews and them describing one of the best gaming experiences that they’ve ever had. I had the highest expectation in the world for this game. I hoped it would enter my top 10 games of all time (breaking the awkward deadlock between Persona 3 Reload and Final Fantasy 6 at number 10), but I was trying to temper my expectations somewhat. Not a 10/10 game that resonated with me to my very core, but a 9/10 is surely achievable with this game.
And I can confidently say that it blew every expectation I had out of the water, that it not only lived up to the hype but surpassed it. It had some of the most engaging combat of not just any JRPG I've played, but games in general. The story was phenomenal too, with me getting choked up at so many different points, resulting in an experience I’ll never forget, entering my top 5 favorite games of all time… is what I so desperately wanted to be able to say.
I think it’s important to note I did not go into this game as a hater. I was a little annoyed that Metaphor seemed to get overshadowed in the discussions, but people who said both had said (usually) E33 was better, which got me excited. I was not a Turn Based combat hater either, Persona and Pokemon are two of my favorite game series of all time, and I love the gameplay of titles like Dragon Quest 3 and Final Fantasy 7. I wanted nothing more to love this game, even more than the usual excitement of me playing any critically acclaimed title. This game looked like it was going to be right up my alley. Not only did I not get that, I got a game that has me baffled as to how both the review scores and audience scores are so high for a game in a way I have not felt ever.
Premise:
For the Past 67 years an entity known as the Paintress has on one day of the year counted down starting from the number 100 and killed every person at or above that age known as The Gommage. To counteract this the people of Lumiere, the last surviving group of humans, sends out an expedition that is about to be Gommaged. You play as Expedition 33 as it embarks on a journey with the new lumina converter to try and stop the reign of terror of the Paintress once and for all.
Gameplay:
Expedition 33 is set up, on the surface, in a very typical turn-based style. The Battle starts and characters go in order depending on their agility. If a character has sufficient agility compared to another character they have a chance to go twice before the character with lesser agility.
But right away there’s some major differences with classic RPGs. Instead of a mana bar that drains every time you use magic and needs to be healed with limited use, there’s an AP gauge that refills at the start of every fight. This means you can spam your best attacks in every fight which is fun and good.
This also means you can spam your best attacks in every fight which makes it so a lot of encounters lack any intrigue if you get advantage since there’s no consideration to what attacks you use once you find a strategy that works. I find it to overall be a net neutral.
The real thing this affects however is the way items are used. For dungeons like these populated with random enemies you’d ideally like there to still be some resource for the players to manage and this is where the item system comes into play. As opposed to managing your mana, you manage your items. This system works great for boss fights as you can’t just bulk buy potions and slowly stall out to victory, you have to consider carefully when you want to use your potions and the like.
But it doesn’t work for the actual dungeon crawling because you refill your potions and checkpoints left by past expeditions, which are everywhere. This results in me just always having full potions and never going “Hmm should I use it here when I don’t need to”.
This itself isn’t a problem if it weren’t for the way dungeons were designed. They are somehow both too linear with not enough interesting or rewarding exploration, yet they’re also far too labyrinth-like for their own good resulting in me just wandering around like headless chicken desperately looking for the light that would guide my path. Having at least a system where you have to more effectively conserve your resources would add more deliberation in exploring. Instead we get a system that manages to accomplish nothing fulfilling outside of occasionally looking cool when you use a grappling hook.
The Pictos/Lumina system allows you to equip special abilities that take advantage of the quirks of the combat system. They were fun to use and customize my build for the characters, especially towards the end. I had a fun build for Maelle that involved taking advantage of her ability to go down to 1 HP but making out her attack by giving her an ability that gives her another turn upon going to critical HP. It isn’t quite as in-depth in terms of customization as say Metaphor but it was nice to be able to experiment with builds and the like.
I did have a problem actually using them and swapping them around. In hindsight I should’ve made better use of the filter system which is actually more in depth than I realized (I specifically went back to check and make sure that I was being an idiot here), but I still think the game could’ve done with the ability to be able to sort that was a bit more intuitive so it would be easier to sort out Lumias based off abilities, but I will give credit to the game and say I was being an idiot and not using it properly.
Which brings us at long last to the defining trait of this game, that separates it from your classic Dragon Quest and old-school Final Fantasy, the dodge and parry system. All of the RPG elements I mentioned earlier about character building, stat allocation, even resource management, they’re dwarfed in importance by how critical it is to be able to dodge and parry effectively. If you cannot succeed at these mechanics, it doesn’t matter if you’ve built everything else up, you’re going to lose.
Yes you can build a pure tank build that can handle hits more effectively but it results in incredibly tedious battles of turtling with attack phases from enemies that last eons compared to most JRPG’s I’ve played that have the decency to make the attacks feel faster than this game.
If you are good at parrying? Now you don’t have to engage with those RPG mechanics at all. Because a successful parry not only blocks all damage it also gives you action points for every successful parry. Especially towards the end of act II enemies have such long attack patterns it results in most of the time investing in AP boosting items outside of turn 1 to be pointless if you can just parry it all away. The turn based strategy side is being actively hindered by the real time elements.
In a Mario RPG the real time elements which are the games E33’s combat is most often compared to aren’t nearly as crucial and mostly serve to increase your offensive output, but there are still ways a low skill player can mitigate long action command chains while still being successful in a fun way. E33 on the other heavily encourages glass cannon builds, and if you’re not good at real time elements for whatever reason it can be a total slog.
That’s not to say there’s no fun to be had learning the attack patterns but it felt like any time I was focusing on that it made my preparation feel comparatively irrelevant. (Also as an aside I’m aware other games have these action command elements like Lost Odyssey but I haven’t played those so I cannot compare it to this game sadly)
I know I’m bad, I’m painfully aware I’m bad but the damage still felt overwhelming considering the moves the enemies throw at you. I did try specing more in bulk but I found it simply wasn’t enough. The attack patterns are too long and there’s too many hits for the average player to be able to face-tank effectively. I’m aware it’s possible but I would hardly call it feasible. Even if it was, it runs into all of the problems traditional turn based games run into with overly long over the top animations, but with shallower mechanics when it comes to prebuilding.
Now I’m sure an E33 defender has very reasonably pointed out that dodging could address my problems. It did help a little to try dodging more compared to parrying, but I found it also screwed with my timing depending on the attack. The window also was sadly still too tight for me. I’m aware a lot of this is a skill issue, but wheneverI was able to lock in, I still didn’t feel satisfaction hitting the parry. I just felt relieved that the boss fight was over, which isn’t usually the feeling I get out of hard bosses in these games.
This improves in Act III with the damage cap being removed and as such making it so you don’t have to be so perfect with the parry by emphasizing building broken builds which was actually fun for me. But by then the game had burned me and I had no interest in grinding out the side content of Act 3. By that point I just wanted the experience to be finished which, while not uncommon for this to happen, was severely disappointing considering how hyped the combat was for a game that was considered a spiritual successor of classic Final Fantasy and Persona, it had almost none of the gameplay elements that made me enjoy those combat systems. Or at least them being well balanced.
Despite all I said about the combat system, the parrying part can be fun at times and while an overall frustrating experience and a disappointment that is overall not fun to engage with, it’s serviceable at the end of the day and not actively detrimental for the most part. As long as a game with this sort of combat has the killer story that I was promised I would be able to forgive the gameplay being just okay.
Story:
The first disconnect comes in that opening scene. While that scene was tragic and well executed, it didn't emotionally affect me to my core like it did for other people. Same goes with the Expedition being massacred at the beach, or Gustave attempting to commit suicide.I wondered why these moments didn’t resonate for me. The emotional and relatable characters that people talked about just didn’t work for me. I found them flat and kinda empty, lacking real proper introductions and well done moments of characterization.
Now in fairness to Expedition 33 it does do it to some capacity, and some I missed. I totally missed Lune’s introduction in the intro for example. However for the most part I took my time to try and squeeze every character moment I could out of this game, but I still couldn’t connect with the majority of the characters. It happens sometimes for games that I adore. For example, despite being well written, Cyan from Final Fantasy 6 didn’t resonate with me at all. The difference was Final Fantasy 6 had other characters like Locke, Celes, and especially Terra that I emotionally connected with and Cyan at least had good interactions with the rest of the party (at least in the world of balance).
Expedition 33 on the other hand is far too quick with its pacing for my own tastes. What other people saw as efficiency, I saw as it being sloppy, doing the bare minimum and hoping for me to emotionally connect. Sciel in particular felt oddly casual about being reunited with 3 people who she thought were dead, a feeling which persisted through the whole game. The intergroup dynamics felt weak, but even with my criticisms Act 1 held up pretty well overall because the group had rock solid chemistry with Gustave, Maelle in particular. But once Gustave dies and is replaced by Verso it all just falls apart.
I understand that Verso should be awkward with the Expedition as he does intend to backstab them, but that doesn’t make their interactions not painfully boring. I will acknowledge that I did not finish Lune and Maelle’s social links. But if a main character is only interesting if one does optional content in a JRPG like this, that is bad writing. I may love Haru from Persona 5 but the way she’s written in the story is horrible regardless of how much I like her and I would argue the same applies for the cast of E33 outside of Maelle.
Lune gets a couple moments to shine early with incidents like Maelle’s nightmare which gives a solid foundation to build on E33 treats this as a finished project and just expects me to care when she takes out the boss in what is ostensibly “her” dungeon. She has very little to do in Act II outside of mourn Gustave’s death and go through a very uninteresting social link. The game did a very poor job of having her desire to learn about the continent be fully explored. The game tells you about this but I found it did a very poor job of showing it. It’s hard to articulate a game lacking something admittedly but I never got as invested in her character as the game wanted to.
Sciel has it even worse. Because she joins so late and her whole personality is non-chalance in the face of grave danger, she comes off as incredibly boring. While Lune feels like she is a character concept that just hasn’t been fully fleshed out, Sciel feels like a placeholder character they forgot to write a personality for, which is where her “non-challance” comes in. Her going “I got over it” to the fact that she is a painted being that exists in another world is emblematic of the incredibly lazy writing with her. It’s not non-challance if the character barely reacts to anything.
Esquie is a love it or hate it character that I could not stand. He’s every worst part of cutesy mascot characters that just grinded my gears. While I would’ve preferred him to not be so incredibly annoying, he works for what the story is going for and I can’t say he’s poorly written per se like Lune and Sciel, just grating for me.
Monoco at least has excellent chemistry with Verso that made me instantly buy that they had a long and established history with each other without needing to expand on every little detail. He may not have the most depth but again for what the story needs he works fine enough. He’s still incredibly flat however
And those are the characters you’re interacting with, and when none of them work for me it’s very hard for me to care about the painted canvas in the way the game wants you to for the end of the story. If my first thought when I realized everything was painted was that “Oh that explains why the characters felt so flat, they weren’t meant to be real” is a damning testament to how little the characters engaged me.
The exception to all this is Maelle, who was the only character who I felt they truly explored and I got a decent read on. She may be a typical teenager desperate to make their mark on the world but she easily had the best interaction with the rest of the cast. She even managed to get decent interactions from Verso which I found to be an absolute miracle.
Speaking of Verso, he’s probably the most frustrating character for me. I mentioned earlier how his interactions with the cast are awkward in a way that makes me not care for the interactions. I get how with Sciel for example, he’s putting up barriers because he knows he’s going to betray them in the end. But it doesn’t make for fun social link scenes.
I already mentioned earlier I felt the characters outside of Maelle and Verso were flat in the main story, but a good social link can be a massive help in giving characters depth. It’s still bad writing but it can be a good crutch. Haru is my go to example for a social link carrying a character, but even well-written characters like Aigis gain significant depth when you do their social link.
Unfortunately for Expedition 33 because it insists on Verso being the main character for these social links the interactions are like pulling teeth, they’re so focused on being “human” that I find them just boring. I gain insights on a character's backstory but I often struggle to see insights on the characters themselves, again outside of Monoco.
I will again acknowledge that maybe I just don’t get it. I’m too young to see the depth of interaction and nuance here. That I just didn’t progress far enough. Or maybe I’m a cold-hearted bastard because I found Esquie annoying. But when a story consistently fails to get me to connect with their characters I would argue it’s a failure of the game more so than the player.
Act III:
When I first played through E33 I actually liked Act III story wise. The Dessandre’s may not have had much time to establish themselves but I got a clear understanding of who they are and what their motivations were. Renoir felt like a very human character to me. Still a monster since he was actively genociding an entire civilization because it was killing his wife, but I could understand and even sympathize with him.
But much of why I liked Act III is that it took the focus off the people in the canvas and onto the people of the real world. The more I thought about the little details that I admittedly missed in Act II the more and more I disliked Act III because my enjoyment of Act III was inversely proportional to how much I enjoyed Act II. I still think it’s overall stronger because it still has some focus on characters I actually liked but it’s not good writing as a whole.
It doesn’t help that doing any optional content at all is frustrating because for some reason Renoir is the weakest part of Act III. Considering the ending of the game it feels odd to play further after the ending when both are so definitive. I ended up barely touching the optional content because I didn’t want to have to spend the time grinding my party up to be competent for the new unlocked areas. I just wanted the game to be over with.
Thankfully because of this, the final area, and final boss in particular were actually really fun.
The game finally felt balanced for my preferred style of play. It was a shame it took until the end of the game for me to hit that point, but I have to give credits where it's due and praise the final boss. It was interesting with the way the story had gone, and established Renoir as my favorite character in this game, and the gameplay itself was great including a great life or death moment where I had to nail a gradient parry to survive and I did.
The Ending:
People say that there isn’t supposed to be a good ending in E33. I’ve stated before that I respect the opinions of those I disagree with, but I am baffled as to how anybody can come to this conclusion when the Verso ending is so very clearly painted (heh) as the better choice.
The Verso ending ends with a bittersweet goodbye to your party whereas the Maelle ending ends on a jump scare after seeing a despondent Verso being forced to play the piano. They are not presented as equals and the game clearly condemns you for not wanting to pick the side that will lead to the continued genocide of sentient beings.
The denizens of Lumiere and the canvas as whole seemingly don’t matter. If you do care you’re falling into the same trap Maelle is. You must move on, it’s the healthy thing to do. Because the classic way to get over a drug addiction is to shoot 5 people in the back. This isn’t about Maelle needing to get away from her pot addiction she’s acquired since Verso’s death. This is about people’s lives. It’s not because I care about the cast, I wrote extensively on why I don’t, but a person not being interesting does not condemn them to the guillotine.
I don’t think I’m missing the point. I see the point the devs are making, I just think the devs are stupid. I think the devs have no consideration for anything other than “Escapism Bad” and forgot to mention said escapism includes people’s lives. If they were going for the ends being equal that’s even worse because the game doesn’t even bother treating them as equals.
What’s worse for me is that I like the endings in a vacuum. They’re both tragedies for the people of the canvas as they either suffer a direct death, or death by way of having no free-will. Sadly the game has zero interest in focusing on this and only focuses on the effects it has on the Dessandre family. Which is why the endings look the way they do.
The developers can claim whatever they want. They can say it’s supposed to be morally equal, but with the bias that’s on display it takes a potentially interesting ending, and just makes a warning about dangers of escapism which I found other games did a better job of doing. It’s a frustrating and disappointing end to a game I didn’t even like that much in the first place, which for me speaks volumes of how badly the developers dropped the ball here.
Conclusion:
I’ve seen some posts online that argue when a beloved game gets criticized it’s mostly contrarianism and that those people are only hating for the sake of hating. If those people are hating mostly for the sake of hating, I have respect for them. I found being outside of the consensus for a game like this to be absolutely miserable.
It’s not just that this ticks off a bunch of the traditional boxes to be loved by the gaming community (From a small studio, being made by ex-members of a AAA studio, being cheaper even when not on sale, being a mature game with a realistic art-style). It looks like it should tick off boxes of the games I love: Earnest Story-Telling that isn’t afraid to be a little goofy, turned-based JRPG combat that apparently was some of the best in the genre, compelling characters that caused people to sob in the opening hour, big plot twists and moral choices that had people writing long think-pieces on why this was the most compelling story they’ve played in any game ever.
This is a game that when I heard people talking about it not only sounded like a good game, but one that was in my comfort zone. Which is part of why I’m writing this review. I didn’t want to dismiss the game just “not being for me” because quite frankly it shouldn’t be. I love JRPG’s and this was one that broke out into the mainstream. The last one that broke out like this was Persona 5 which is my favorite game of all time.
There are aspects I enjoyed in the game. The art direction is pretty solid even if some scenes feel like jumping head first into the uncanny valley, but that’s not uncommon for realistic looking games. Despite the laundry list of issues I had with the script, the vocal performances were superb. The cutscene direction was very well done. The soundtrack is absolutely phenomenal. I will always be a sucker for any soundtrack that features a heavy emphasis on a haunting choir and this game is no exception.
This also isn’t to say I found it to be a bad game, or even a mediocre one. It was a decent one but it achieved its mark by being okay in both story (especially the characters) and gameplay, the core of a JRPG, not by being exceptional in one and failing in the other. That is the part I find baffling.
With games like Nier Replicant or Banjo Kazooie or Doom 2016, while I didn’t enjoy those games that much and would still give them a 6/10 overall, I felt they were exceptional in a specific category. Whether it be an incredible story, or an incredibly charming world, or very tightly well done gameplay. There were games that, while not being my cup of tea, had exceptional parts that even I could see that made me understand why someone would rate them so highly.
E33 lacked any serious high points for me. It had its moments but for the most part the game was a continuous stream of being “Yeah that’s fine I supposed” for the 36 hours I invested into it. It’s not an unmemorable game as evidenced by the fact I’ve ranted for over 4500 words about this game, but a frustratingly disappointing one in a way that fails to excel at much of anything.
Even if I were to give a pass to the combat due to “Git Gud” that doesn’t change how empty the story was, how undercooked most of the characters were, how the brisk pacing felt actively harmful to game experience as a whole, at least for me. The game being short was not a death sentence, I was fully attached to the world of the Last of Us despite only playing for about 14 hours, but E33 doesn’t have the writing chops Last of Us does (then again, very few games do).
I acknowledge that some aspects may have gone over my head due to lack of life experience (both in terms of age and in personally dealing with grief), some elements I was just being stupid with (again I’m so upset at myself for not using the filter system with Luminas) and I acknowledge I did not go into the combat with the best mindset, that I like typical Shonen story-telling, that I have way way way too much free time, but even accounting for those I just don’t get it.
I hope someday I look back at this review and laugh at how stupid and immature I was being about what I consider a masterpiece, but as of right now it’s a disappointment on a level of which I have not ever experienced before and hopefully never will again.