Lately, high-budget AAA games have started to feel somewhat monotonous — undeniably polished, yes, but often missing a deeper essence. That’s why it’s such a breath of fresh air when a smaller, more concentrated AA title emerges, clearly made with devotion. Introducing Clair Obscur: Expedition 33, the first game by French developer Sandfall Interactive. This title offers a Western interpretation of the JRPG formula, proudly citing its influences — Final Fantasy and Persona. It first gained attention during the Xbox Games Showcase in June 2024 and has since gradually attracted a fanbase due to its breathtaking visuals and a combat system that fuses turn-based strategy with real-time action.
After dedicating 24 hours to the game on PS5, I can assert with confidence: the buzz is legitimate. Expedition 33 truly delivers.
A Race Against Time
Indeed, the name might seem a tad theatrical, but it becomes fitting once you immerse yourself. Set in a surreal, artistic landscape, you take on the role of Gustave (voiced by Charlie Cox from Daredevil: Born Again), a resident of the fragmented city of Lumière and a member of the namesake Expedition 33.
Within this realm, a enigmatic being known as The Paintress marks a number on her monolith annually — and every individual of that age vanishes from reality. This yearly occurrence, referred to as the gommage (French for “erasure”), counts down every year. As the game begins, the number stands at 33.
Expedition 33 consists of volunteers, all aged 32, embarking on a desperate quest to thwart The Paintress before their time elapses. It’s a cycle that has repeated for a century — and, predictably, things don’t proceed smoothly this time, either. The expedition is swiftly disrupted by the emergence of Renoir, a mysterious and potent figure. Gustave survives and aligns himself with the other members: Lune, an inquisitive mage; Sciel, a calm and collected warrior; and Maelle, Gustave’s adopted daughter, a 16-year-old eager to explore the world before it’s too late.
The writing shines. Characters feel authentic, with relatable motivations and emotional layers. They don’t always see eye to eye, yet when disagreements arise, they communicate like adults — no sarcastic quips or forced humor. The narrative leans into melodrama on occasion, but it justifies those moments. There are a few storytelling missteps toward the conclusion, but they’re minor in the overall context.
Worldbuilding is intentionally vague. You’ll encounter terms like “Gesterals” and “Esquie” tossed about with minimal explanation, but it all contributes to the game’s enigmatic, dreamlike atmosphere. If you sense that you’re missing puzzle pieces, you’re not alone — and that’s intentional.
Combat That Requires Precision
The combat in Expedition 33 is a blend of turn-based strategy and real-time reflexes. Each character takes turns using items, standard attacks, or special abilities that consume Attack Points (AP). However, there’s a twist: quick-time events can enhance your damage, and dodging or blocking enemy strikes requires exact timing.
This system serves as both an advantage and a frustration. Enemy attack patterns — particularly in the later stages — often feel purposefully difficult, with misleading moves and interrupted animations that complicate timing. Playing in 30FPS Quality mode didn’t aid the situation, making those precise windows even tougher to navigate.
Despite this, the combat is satisfying. Each character possesses a unique role and skill tree. Gustave is a paladin-type, balancing offense and support. His Overcharge ability accumulates with every attack, culminating in a powerful electric strike. Lune is a mage who layers elemental effects utilizing her Stain system. Maelle is a high-risk rogue who adjusts stances for increased damage at the expense of defense. Sciel, the warrior, wields Sun and Moon cards to enter a formidable Twilight phase.
You can only take three characters into battle simultaneously, so party setup is crucial. The enemy design is a highlight — The Paintress’s creations, referred to as Nevrons, alter form based on the environment. In one region, Flying Waters, they take on crab-like appearances with diving helmets, perfectly aligning with the bizarre underwater theme.
The most significant annoyance in combat? Flying foes. They’re resistant to most attacks and necessitate the Free Aim mechanic, allowing you to manually target and shoot them. It’s a clever concept, but when entire sections are filled with these enemies, it can become tedious. Each shot costs AP, so you can’t simply spam attacks.
Customization and Advancement
The depth of combat is enriched by Pictos and Luminas. Pictos represent passive enhancements — each character can equip three. Some are straightforward (like taking the first turn in battle), while others encourage skillful play (like earning AP for perfect dodges).
After achieving victory in four fights with a Picto equipped, you