Clair Obscur: Expedition 33; A Love Letter to JRPGs
Clair Obscur: Expedition 33 has been on everyone’s radar at least once since its release. You must be living under a rock if you haven’t heard of Expedition 33 yet. It’s a good game, it won Game of the Year 2025, I’m not here to argue that it’s not. Having recently finished my first playthrough, I’d like to discuss what I liked about the game and what I didn’t. It’s no secret that the game took inspiration from JRPGs such as Final Fantasy. But by God, I felt like I was experiencing the original Final Fantasy VII for the first time again.
Background
Clair Obscur: Expedition 33 was developed by Sandfall Interactive and released in 2025. The idea for Expedition 33 began in 2019 as a passion project from Ubisoft employee, Guillaume Broche. Guillaume sought to make a demo, contacting a group of developers he already knew, and looked for voice actors via the now iconic Reddit post. Wanting to focus on the project full-time, Guillaume left Ubisoft and formed Sandfall Interactive, kicking off the team with only five other people (which would soon grow to a team of around thirty people and more helping from the outside).
As stated earlier, Expedition 33 took inspiration from older games in the Final Fantasy franchise, specifically stated to be VIII, IX, & X. Sandfall wanted to create a high-quality turn-based RPG. A genre that they felt was ignored by larger developers in this day. Aside from Final Fantasy, the game also drew inspiration from the Persona series and Sekiro: Shadows Die Twice for its parrying mechanics.
Story
Every year, the ever-present Paintress counts down on her monolith. And every year, people who share their age with, or are older than, the number on the monolith are erased from existence. This has been the normal for the past 67 years in the city of Lumiere. But Lumiere does not just accept their fate. The Expeditions were formed to take the fight to the Paintress. To stop her from counting down further and prevent further lives from ending prematurely. Today, Expedition 33 begins their mission.
Gameplay
Clair Obscur: Expedition 33 is a turn-based RPG. I do not like turn-based RPGs. Sure, I played Pokemon as a kid and loved the series, but I just cannot go back to these games now. It’s hard to find enjoyment in battles when you are just taking turns hitting each other and watching an HP bar slowly whittle away. It’s boring, put plainly. All of this is to say that I loved Clair Obscur.
Much of the gameplay is bog-standard for a JRPG. As an aside, I’m going to keep calling Clair Obscur a JRPG. It’s not Japanese-made, I know, but it shares a majority of characteristics with the genre. You have a party of characters, and you choose three to act as your main party in battles. Each time you win a battle, you get experience and level up once you gain enough. You are thrown onto a big world map that is dotted with named locations where you can explore further, on a smaller scale. Each of these locations are functionally dungeons. There are a number of enemies inhabiting the area, items to be found, and a boss at the end of it all. The world size feels perfect, by the way. The game wasn’t a bloated mess, and it didn’t leave me wanting more from it.
Clair Obscur wouldn’t be a JRPG if it didn’t have different weapons and items to equip your character with. Each piece of equipment changes the character’s stats and typically will have a passive effect during battle. I must particularly laud the “Picto” system in this game. Each character can be equipped with three different Pictos. Each Picto will boost two or three stats, such as health, speed, or critical chance. But in addition, every Picto has a passive that will impact your character in battle. These effects can range from “Start the battle with X status effect,” to “Do 15% more damage when enemy is burned,” to “Attack twice in a row.” There’s really a lot of these; it’s cool how creative some of them get. We’re not done yet, though. If you win four battles with a Picto equipped, you “learn” the Lumina. This allows you to equip the Picto’s passive onto any character, bypassing the three-Picto limit. Now this is only the passive effect, not any of the stats associated. But these Luminas allow for some crazy feats. It honestly reminds me of Materia from FFVII with how you can combine them in unique ways that will break the game. But, be careful with these, you can end up ruining some battles in the story if you use a game-breaking build too often.
I already mentioned my distaste for turn-based RPGs, but I will admit there are some exceptions. Some games in this genre keep battles interesting enough so that you aren’t just waiting half of the time. Final Fantasy VII is one I love, for example. Each turn is based on time instead of a designated order, creating a sense of urgency in each battle. I was always trying to plan my moves so that I could execute them quickly before the opponent had a chance. So how does Expedition 33 keep battles interesting? That would be in its parrying (and dodging) mechanic.
Whenever an enemy attacks, you don’t have to just stand there and take it. You are given the ability to dodge, or parry, their attacks and avoid all damage. Should you choose to parry, and successfully parry every attack in the enemy’s turn, you can launch a powerful counterattack. This mechanic does so much to speed up the pace of play and keep you engaged the whole way through. I cannot emphasize how satisfying it is to pull off a counterattack, and this feeling never goes away. I don’t think it’s perfect. As you progress, the game can start to ask too much from you. Enemies can combo upwards of eight hits together, and you have to parry each one if you want the counter. Not to mention how enemies have quite a few feint attacks. This is frustrating, but it’s understandable. It does feel gratifying once you actually learn the attack pattern. Sometimes the game will hit you with a cinematic slowdown though. This one I can’t make excuses. I get in the rhythm of parrying and right when I go to parry the last attack, the camera slows down and I end up parrying early. At least feints feel like they’re in my control; the camera slowdown is just completely arbitrary.
Gamefeel
Expedition 33 succeeds in what I love most about the JRPG genre. The story is played completely straight. There is no self-aware humor, no quipping. All the characters are completely earnest in their dialogue and beliefs. I no longer want to defeat The Paintress because that’s what the game is telling me to do. I want to take down The Paintress because I see the impact she has had on the Expeditioners and their lives. Experiencing the Expeditioners, a group of (mostly) adults, providing genuine support for each other during their journey. It is such a breath of fresh air in the world today, where everything seems to be made with some sort of irony or cynicism and a cast of characters that borderline hate each other. The character interactions in Expedition 33 never lose their sense of sincerity. This is one of my favorite things about the game.
Another one of my favorite things about Expedition 33 has been the music. Holy shmoly is the soundtrack to this game great. I have been playing the OST in my car on my drives to and from work every day for the whole week. Many have made their way onto my main playlist as well. A lot of the songs aim for a classical sound, but then you’ll get a few that are jazzy and then some with an electro beat. My favorites from the OST are the symphonic rock songs. All the tracks tickle my ear in the best way and send shivers down my spine. I’m already looking into buying this soundtrack physically and crossing my fingers that the Painted Symphony tour makes its way to the USA.
If I have one point of contention about the overall game feel, it would be some of the character animations. This is not regarding any of the battles; all of the animations in-battle look amazing. But when you’re in camp, unless it’s a cutscene, the characters can be a little stiff when talking to each other. Some of the things they’re saying are juxtaposed by their body language. Additionally, there are some hard cuts so that the developers could get around having to make an animation for this one specific scenario. I can understand this being a little half-baked; these are small moments in the game. On the other hand, these moments have a lot of character building in them. It would have been nice if it was a little more fluid.
Conclusion
I’m not sure what to write in conclusion. Clair Obscur: Expedition 33 is a great game; this isn’t a big secret. I haven’t been talking about some hidden gem for the past 1,564 words. Because I have more limited time nowadays, I was worried about sticking with Expedition 33 the whole way through. I ended up being worried for no reason, I was fully immersed in this experience and spent every day looking forward to playing it when I got home. I don’t think the game is perfect, but I do think it was really fucking good.