E33: How It’s Done
I am not particularly far in Claire Obscur: Expedition 33 (E33) – about 12 hours or so in – but I did want to briefly highlight one fantastic customization system that it has in comparison to, say, Avowed, The Outer Worlds 2, or frankly any game that professes to have player agency/customization at all. That system is of Pictos.

In many ways, Pictos feel like OG Final Fantasy 7 Materia: they are an item you equip that grants both stat bonuses plus a passive ability. Once you complete four combats with a given Pico equipped, the passive ability is permanently learned by everybody. Each character then has a pool of “Luma” they can use in a point-buy way to equip the passives. Some effects are cheap, like being able to gain +1 AP on a Perfect Dodge for 1 Luma; more powerful passives can cost 10, 15, or more. Oh, and of course you can freely move Pictos and Luma around at no penalty (there are respec items for base stats though)!
What gets the juices really flowing are the synergies and tradeoffs. Each character can equip three Pictos apiece, and while so equipped, the passive is granted without spending Luma. Thing is, there is usually an inverse relationship between how much Luma it would otherwise take to get the passive, and the raw bonus stats on the Picto itself. A given Picto might have +50 Speed and +15% Crit Chance, for example, but contains a passive that only saves you 3 Luma. Meanwhile, that 20 Luma passive is attached to like a +300 HP brick.
…which can be still be helpful if one of your characters is wielding a weapon that doubles as damage taken in exchange for another bonus. The downside of which you are mitigating with a passive that reduces damage taken by 50% but you cannot be healed by spells. No worries, just stack a bunch of +HP Picos and practice your sweet, sweet dance (dodge) moves.
Now, think about The Outer Worlds 2 in comparison. There is none!
Yeah, these are not the same type of games, so of course they are not set up in the same way. But there will be people who argue that you choosing Engineering and Medical on the character select screen in TOW2 is some deep gesture of customization when it is, in fact, an a priori straightjacket that railroads your entire playthrough. “I’m roleplaying though!” Roleplaying… what? Arbitrary Man?
Anyway. All I’m saying is that I am wherever I am in the game, and already have more than 40 Pictos to choose from. And unlike in TOW2, I am actually choosing builds and testing them out, because I am not expressly penalized for doing so. That’s some good, engaging game design.
Maybe Obsidian should take notes.
Posted on February 16, 2026, in Commentary and tagged Armchair Game Development, Clair Obscur: Expedition 33, Customization, Game Design, The Outer Worlds 2. Bookmark the permalink. 1 Comment.
As mentioned before, I’ve seen a bunch of posts on Reddit by people really pushing this to the extreme, especially for the end-game stuff that basically requires it. Reminds me of the FF7 builds that one-shot the Omega weapons.
It also makes exploration and going back to areas to finish them worthwhile if you missed something your build needs, or if you just want to catch them all.
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