Blog Archives

Clair Obscure: Expedition 33 – Complete

I finally beat Clair Obscure: Expedition 33 (E33) over the weekend after about 50 hours.

I’m not going to go into specific spoilers in this post, but I’ll slap a Yellow warning just in case.

Undoubtedly, one of the burning questions you have after my prior two posts complaining about it, is “did the combat system get any better?” And that answer is… Yes. Technically. Right at the very fucking end, when it least mattered. And for largely all the wrong reasons.

It always remained a visual treat.

To be clear, the combat system is the exact same as it always was. If you disliked having turn-based combat with quick-time events baked into it from hour one, you’ll still be annoyed with it way later. What eventually changes is that you unlock a large enough variety of Pictos and opportunities to farm the shit out of mobs for special items that permanently increase your ability to equip more of them, that mobs no longer survive your first turn. By the end of the game, I had one character that always acted first, and just spammed the Free Aim attack, usually randomly generating enough extra AP to keep going until everything was dead. If they ran out of AP, they did a Base Attack which hit twice and regained them 6-8 AP to use in their second, bonus turn.

Getting to this point was not a cakewalk. One of the key Pictos necessary for the build only dropped from an optional boss fight that took me over 20 minutes of Dodge/Parrying to defeat. And to even get to that strength required a lot of farming various other endgame zones for drops that leveled up your weapons.

On second thought, why didn’t I lower the difficulty for this fight?

The kicker though is that the game basically forces you down that path. At the beginning of Act 3, you gain access to the final dungeon right away. Which is fine, refreshing almost. When you speak with your companions though, they have “companion quests” available that send you elsewhere in the world… and those places have a MASSIVE, overwhelming increase in difficulty from what you have experienced to this point. I have never seen this design in a videogame before, probably because it is dumb. Having optional harder dungeons – the equivalent of Ruby and Emerald Weapon in FF7 – for flexing? Cool. Hiding companion closure quests behind said harder dungeons, which will ultimately result in you overpowering the final boss as a result? Not cool.

Alternatively… maybe you are just really good at Parries/Dodges. In which case, you will take literally zero damage from any encounter and (eventually) beat every fight without any issue.

You might be asking why I’m dwelling on the combat system when that is not why E33 won all the Game of the Year awards. I’m dwelling on it precisely because that is not why E33 won all those awards.

Oh my dearest Sciel.

E33 has some of the best art direction I have ever seen in any video game. It has some of the highest production values of any soundtrack I have heard in any video game. Seriously, I was going to go through the OST and suggest some in particular to give you a taste, but goddamn there are 150+ songs and any one of them would be a signature track in any other game. The dialog and character animations feel raw and real. The plot can be trippy and gut-wrenching at the same time, leaving you with impossible choices.

All of that… and I hated playing it. I have zero issues with the way combat is presented, the UI is slick as hell, every new Picto acquired caused me to reexamine every possible synergy (which I enjoy doing). I’m not incapable of the Parries/Dodges, I just don’t like that they exist in the game. If they don’t bother you, or hell, if you enjoy that they exist? More power to you! No doubt E33 is a god-tier game for you.

For me though? I dunno. Back in the day, 20-30 years ago, I would routinely play JRPGs and say that story is worth any amount of repetitive grind. I am not certain that that principle holds anymore. If E33 were any other game, I would have dropped it after the first 5 hours and said it was just not for me. But E33 isn’t just some other game, it’s an entirely new bar that elevates the medium in all ways… but one.

So, there it is. Glad I played Clair Obscur: Expedition 33, glad I experienced it, and glad it’s over.

[E33] Back on the Horse

After a quick, 250-hour detour through Mewgenics and Slay the Spire 2, I am back on the Clair Obscur: Expedition 33 (E33) horse.

It’s a very beautiful horse. Very sleek, powerful. Just wish I didn’t have to muck the stall all the time.

As before, it all comes down to the combat system. In short, I do not find it fun at all. There are certain aspects of the pre-combat planning bits that I do find engaging. There is a ton of customization when it comes to choosing which Pictos (passives) to have active, with synergies and combos galore. Indeed, the whole thing actively reminded me of Final Fantasy Tactics and the the Job system, where you could mix and match certain abilities together. Every time I pick up a new Picto, I start reviewing the whole list and see where it generates new interactions.

The actual battle execution is just not my cup of tea. I’m no longer “punishing myself” by trying to Parry every enemy attack, and just using Dodge instead. This has improved the experience quite a bit, or at least lowered the frustration, but fundamentally combat is still just a long series of Quick Time Events. You have to Dodge/Parry in games like Dark Souls too, but you can also strafe, run away, approach at different angles, and so on, which makes the Dodge/Parry feel less binary overall. Not so in E33.

It also doesn’t help that all the fun and exciting parts of combat are heavily focused on the Dodge/Parry mechanics. If you successfully Parry every attack in a sequence, you gain AP and deal immense counter-damage and greatly increase the Break bar. With the right Pictos, you also heal and get a bunch of other bonuses. Dodging attacks gives you like 1 AP total, if you have the appropriate Picto equipped. Granted, certain Picto combinations can give you AP for face-tanking if you don’t want to press buttons at all, but the point is that very clearly the game puts the ideal “Parry everything” reward front and center. So even though I am progressing through the game just fine, it certainly feels like I’m just not engaging with like half of it.

Which… is probably accurate, honestly. If this wasn’t Expedition 33, I would have stopped playing.

Luckily (?), it is Expedition 33, and I am committed to seeing it through. All the positives about the characters, the emotions, the evocative environments that remind me of Journey are still there. There is something special to be said about a game that compels you to take 5-10 screenshots a session, including of the dialog.

And so, I continue on. For those that come after.