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Level of Enthusiasm: Wiki
You ever felt so engaged in a game that you are updating the Wiki? That’s where I’m at in Mewgenics.

Granted, the Wiki was basically all blank pages since the game came out just a few weeks ago; hard to demonstrate “Wiki-updating enthusiasm” if it is already filled out for you.
But, guys, whew. I play a lot of games, and it is vanishingly rare when I play something that completely consumes the entirety of my play experience. Or should I say: allows itself to consume my play experience. Expedition 33 has a lot going for it and won all kinds of awards for reasons… but I find it difficult to play the game for more than one “session” at a time. Combat is stressful, not fun. Each new area is a hard stopping point wherein you encounter new mobs with new attack patterns you have to memorize so you can Parry them (or die). Two hours is basically my limit for the day.
Mewgenics also technically has stopping points. Maybe all your cats die in a series of unfortunate bouts of RNG. Going into brand new zones can be stressful in its own way too. “This enemy’s ranged attacks delete my equipment? And there are six of them?!” Nevertheless, I persist. And it’s fun. I don’t even bother with GW2 dailies anymore, as that’s 10-20 extra minutes of Mewgenics I could be playing. The last time I experienced this was with Abiotic Factor, and Wartales before that. No doubt I will burn myself out before too much longer, but Christ I almost have 100 hours already.
Not bad for a $30 MSRP game.
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.
First Impressions: Clair Obscur: Expedition 33
My first play session with Clair Obscur: Expedition 33 lasted about two hours, and I got through the tutorial and far enough to see the first few real battles. And then I didn’t boot the game back up for almost three weeks.
By the end of the second session… yeah, I can start to see why this is winning all of the awards.

First, the game is trippy and evocative as fuck. The principle bad guy is a goliath-esque woman named The Paintress, which is apt as every environment looks like it sprung directly from some artwork in the Louvre and/or a fever dream. The protagonists live on some kind of island protected by shields or something – with the world itself seeming to have been shattered by some older cataclysm – but the Paintress controls a countdown timer that nevertheless kills everyone older than a specific number. At game start it was 34, and now it’s the eponymous 33. It seems to increment on a yearly basis, but I’m not sure if that was specified (or matters). In any case, every year a small number of adventurers next in line to be erased gets together and attempts to bring the fight to the Paintress. Enter you.
Second, I do want to highly praise the motion-capture and general dialog thus far. It’s passionate, awkward, and deeply human in ways very few other games have been able to reproduce. Nearly 14 years ago, I was blown away by Mass Effect’s wink, and here in Expedition 33 I just witnessed a character search another’s eyes to see if they truly meant what they said. You know, her face close, the silence, her eyes going back and forth with purpose, debriding the layers of your soul. I don’t know how, but they captured it. The bar has been raised again.

We will have to see how it works out for me over the long haul, but my first impression of Expedition 33’s combat system… is that it’s not fun. Basically, it feels like a turn-based Soulslike. Everything more complex than a basic attack will have a Quick-Time Event sequence in order to juice the skill further. On the enemy’s turn, you are essentially required to either Dodge or Parry their attacks; Dodging has a more forgiving window than Parry, but successfully Parrying every attack will allow the party member to unleash a devastating counter-attack. I say Dodging/Parrying is “required” because the amount of damage you end up taking is significant, and your ability to heal is limited and only refreshed when you arrive at checkpoint flags, e.g. campfires. And yeah, enemies respawn when you rest.
What results is a truly conflicting game thus far. I encountered some enemies in the opening areas that were clearly higher-level than my ability to meaningfully tackle. “The designers just wanted to teach me that not every enemy needs fought, and/or that I may want to revisit places once I gained more levels.” OK, great, very Soulslike of you. Buuuuut, technically, if you just Parry all their attacks, you will defeat them eventually. Which then gets you thinking about why bother putting points in Defense or Vitality, when both are irrelevant if you don’t get hit in the first place. Is that the intentional design? Stack Defense if you aren’t good at the timing, and everyone else go glass cannon?

Again, this is all very early on, so perhaps things will improve. Somehow. Or perhaps the combat system is just something you put up with for the environments, dialog, and plot. That is a very old-school RPG sentiment for 2026, but I’m going to roll with it for now.
Game Development is Expensive for Dumb Reasons
Apr 2
Posted by Azuriel
The average AAA game costs $300 million or more to develop. And as Jason Schreier points out, all that money is for… salaries.
Schreier also has a potentially paywalled article that goes into a bit more in-depth, but the short version is that an employee in LA can cost $15,000-$20,000 per month, when considering the full compensation package (salary + benefits). Average that out and a 100-person team budget is $21 million per year. Double that for a 200-person team, etc. That’s your starting point. Now factor in that the game is going to take 5-6 years to develop, and there you go.
But the question we should be asking is: why does it take 5-6 years to develop a game?
The answer may surprise you!
…or not, if you’ve ever worked on a group and/or work project before. It’s scope creep, mismanagement, executive meddling, and a whole lot of hurrying up and waiting. And not anything about fancy graphics.
The very latest example is Edios Montreal cancelling Wildlands, a game that made it all the way into the final debugging phase before being axed this week. Reportedly, it had been “struggling for years, with 4 different game engines used throughout development, narrative direction conflicts, and a budget that had exploded to several hundred million.” The boondoggle also caused a new Deus Ex game to be cancelled, which makes it extra tragic and dumb to me. Nobody asked for this.
The corollary are games in which devs just sort of muck around or go down blind alleys for 4+ years, and then suddenly a completely different finished product emerges 18 (crunched) months later. My favorite example of this is Mass Effect: Andromeda. Instead of following the winning formula of the epic sci-fi trilogy that created it, the devs thought it fruitful to… have the protagonist explore hundreds procedurally-generated worlds.
Nearly all of the shortcomings of Andromeda originated from this outrageous scope, along with being forced to use the Frostbite engine. Plus, all the staffing changes, directors leaving, downtime from having devs in three different timezones working together, etc, etc etc. So maybe a lot of things.
Another example? The as-yet unreleased Subnautica 2. Sure, the obvious issue was Krafton’s CEO trying to personally sabotage a payout to the founders. But a hitherto unreported element to the overall story is how the team was floundering. This part was deep within the court records (PDF):
Now, I’m not going to sit and claim that game development is easy in a Rest of the Owl type of way. Any commercially creative endeavor involves a lot of throwing spaghetti at the wall and seeing what sticks. But what I think we as consumers need to start scrutinizing more is the volume of spaghetti, and why the throwers keep getting spun around a bunch of times before the toss. Or why people who can’t boil water and hate pasta anyway are making spaghetti in the first place.
The bottom line is that there’s not a good reason for games to cost $300+ million, nor is there a compelling reason consumers should subsidize these costs with higher MSRPs or microtransactions. Clair Obscur: Expedition 33, won 436 industry awards, including Game of the Year, on a reported budget of less than $10 million. It apparently still took 5 years to develop, so clearly the Sandfall devs weren’t making LA money. Nevertheless, try and argue with the results.
Or maybe we just… let nature take its course as the industry winnows itself.
Posted in Commentary, Philosophy
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Tags: Armchair Game Development, Clair Obscur: Expedition 33, Costs, Jason Schreier, Layoffs