Clair Obscur: Expedition 33’s fresh take on RPG traditions could revitalise the genre

It’s fair to say that Clair Obscur: Expedition 33 caught a lot of attention—mine included—when it was revealed during the Summer Game Fest Xbox Showcase. In a landscape crowded with familiar sequels and remasters, the game stood out for bringing something genuinely fresh to the table: a turn-based RPG set against a Belle Époque backdrop, with the goal of pushing the genre forward into today’s gaming scene.

“It was quite overwhelming,” creative director Guillaume Broche explains about the response. “I figured turn-based fans would feel enthusiastic, like ‘oh, this looks great’, but I wasn’t prepared for the energy coming from the community. It’s almost as if we’d awakened something that had been sleeping.”

A big part of that reaction centers on how the title pairs turn-based systems with action-driven elements. Broche points out that, following the Xbox 360 exclusive Lost Odyssey, there hasn’t been a “major realistic” AAA turn-based release. Even if Sandfall Interactive’s effort doesn’t come with an AAA-sized budget, it’s clearly trying to deliver the look and feel of one.

Clair Obscur: Expedition 33 – First Look Gameplay | PS5 GamesWatch on YouTube

“I’m a huge fan of turn-based games, and I honestly felt like something was missing when it came to strong visuals,” Broche says, citing Persona and Octopath Traveler as examples of titles that feel both fashionable and nostalgic. “If no one else wanted to take on that job, I would. That’s what sparked the whole idea.”

It’s certainly an intriguing direction. Right now, turn-based battles are mostly linked with pixel-art style games, while big franchises such as Final Fantasy—known for their combat-focused heritage—have leaned more toward action-RPG structures in recent years. That shift has also brought criticism, especially aimed at Final Fantasy 16, from long-time fans (and, as it happens, Clive’s voice actor Ben Starr is part of Expedition 33’s cast), leaving room for Broche’s project to carve out its own lane.

“I can’t accept that, even for a second, that turn-based [combat] is outdated, or that people have lost interest in turn-based games,” Broche argues. “I believe this title can show there’s still a sizable community—‘finally, a turn-based game that looks this good!’”

Beyond that, Expedition 33 acts as a “homage” to the classic RPGs Broche grew up with (especially Final Fantasy and Persona), while still trying to push the genre ahead. “How do we make it feel more dynamic while bringing in real-time elements that players enjoy?” he asks. “That’s where we created the reaction system—both for attacks, and specifically for dodges and parries, which are central to how our combat works.”


Clair Obscur: Expedition 33 screenshot showing female character crouched swiping a sword against a rotund masked enemy
Combat looks remarkably smooth and stylish | Image credit: Sandfall Interactive

In Expedition 33, combat blends timed button inputs to boost damage and enhance dodges—an idea that isn’t completely new. It’s shown up in games from Nintendo’s Super Mario RPG to Legend of Dragoon, and more recently Sea of Stars. Interestingly, it’s FromSoftware’s Sekiro that seems to have left the strongest impression here: “I’m a fan of perfect parries,” Broche admits.

So what does that translate to once you’re actually playing? I had the chance to watch Broche work through a demo that covered both exploration and combat. Enemies can be identified in the world, but starting a fight pulls you into a dedicated battle space. There, the interface echoes Persona 5, using button cues and sharp, angled menu layouts. Alongside attacks and abilities, characters can also aim freely with a gun—not only for striking weak points, but for interacting with the environment during boss encounters. Each character also brings a distinct combat technique: Gustave builds up Overdrive after landing a set number of attacks, Lune applies elemental damage through Stains, and Maelle shifts between Stances to prioritize either offense or defense.

After you select an action, attacks are carried out and then followed by timed button prompts that can increase damage and help extend combo sequences—though if you miss, you could end up taking losses with your own characters. When enemies commit attacks, players can respond by dodging, jumping, or parrying. Parrying asks for the most exact timing, but it pays off with a strong counter. Even the whole team can parry at the same time to trigger a team-wide counter. Overall, it looks like the action elements are tightly woven into the combat flow, and enemy animations do a clear job of signaling incoming strikes. Still, Broche clarifies that these additions are there to enrich combat rather than act as a requirement. A no-hit run is entirely achievable by dodging or parrying every move. Boss encounters also add a break bar that can stagger foes, though Broche frames it as a bonus feature. Since the game ties attacks to elemental weaknesses, the emphasis is on giving players meaningful decisions during fights.

That approach carries over into character development as well. At rest points—flags left behind by earlier expeditions—players can spend points to raise character stats and unlock new abilities within the skill tree. While some characters might naturally favor speed or raw strength, players are not locked into a single path. Broche even encourages people to experiment and create “overpowered builds.”


Clair Obscur: Expedition 33 screenshot showing a man stood next to huge underwater structure covered in coral
This underwater area was genuinely breathtaking | Image credit: Sandfall Interactive

In addition, players can adjust the Pictos worn by their characters—functionally their armor—by learning the Luminas assigned

to equip, which can be refined to deliver enhanced statistics and additional passive effects. I liken it to the abilities system from Final Fantasy 9, and Broche agrees. As is typical of the best RPGs, there are intersecting mechanics that invite a great deal of trial and error.

I ask whether Expedition 33 includes any further systems or nods to the past—such as a world map. “Maybe,” Broche answers with a knowing glint, though he’s reluctant to share more. “Old-school JRPG fans can expect plenty more along those lines.”

Combat definitely deserves that kind of attention, particularly when you actually watch the game play out

For the first time, it’s the visuals and sound that truly pull me in. The demo’s setting seems to unfold beneath the waves, yet the characters still move and breathe with complete normality: sea creatures glide across the remains of wrecked ships, while light flickers over bioluminescent underwater plants, all accompanied by a haunting piano piece. It’s captivating (maybe even in the literal sense) and does an excellent job of setting up a tense, surreal mood.


Clair Obscur: Expedition 33 screenshot displaying two characters from behind combatting a peculiar masked enemy creature
The interactive combat ensures you’re not just staring at menus | Image credit: Sandfall Interactive

The title itself hints at the story: Clair Obscur, or chiaroscuro in Italian, is an art term describing the sharp contrast between light and shadow, and it also connects to a cultural and artistic trend in France throughout the 17th and 18th centuries. When you combine that with Belle Epoque and Art Deco influences—alongside realism and high fantasy—Expedition 33’s distinct visual identity becomes tightly interlaced with its narrative. You’ll spot plenty of art references, which could even link back to the game’s antagonist, The Paintress.

A large part of the recognizable visual flair is attributed to Nicholas Maxson-Francombe, the game’s art director. “I think the key is that Nicholas, our art director, is a genius,” says Broche. “He comes up with remarkable concepts from his own mind without leaning too heavily on external references. Everything comes from his imagination.”

A route branching out from the underwater world opens into an entirely new destination called The Manor, as the team tests ideas around space and time. This returning location is shadowy and gothic, standing in sharp contrast to the underwater areas, and the team is accompanied by a ghostly, faceless presence. After that, you meet the Gestrals—metallic merchants with bristly hair—who add comic relief and must be fought if you want access to their wares. Just like the visuals, the approach to character growth also balances light and dark, with Broche aiming for portrayals that feel genuinely human.

Broche explains, “The backbone of the game is serious—dark, even. Yet it’s lifted by plenty of lighter, humorous touches. The characters aren’t always weighed down by gloom; they know how to have fun and take a breather.” That’s something you see at camp, where characters can recover between expeditions.

Broche adds, “To really connect with someone, you have to see the funny side of them, too. We wanted to show that they can be amusing, and give them real humanity in that way.”


Clair Obscur: Expedition 33 screenshot showcasing a vast underwater world featuring a streetlamp
Breathtaking | Image credit: Sandfall Interactive

Character development sits at the heart of the narrative, and although this preview didn’t reveal many plot specifics, the trailer confirms that the game will place you in the shoes of a group determined to defeat The Paintress and prevent her from painting death—a phenomenon known as The Gommage. The story won’t always be delivered straight; instead, players will piece together the lore by uncovering traces from earlier expeditions and by talking to NPCs (a nod that may be reminiscent of Souls-like games). Much like classic RPGs, this expedition pulls together a party where each character approaches The Paintress with a distinct viewpoint, along with their own reasons for joining the mission—yet they still come together as one unified team. And there’s certainly plenty of conversation between them as they explore.

Meanwhile, music is “the most crucial element” for Broche when it comes to shaping the game’s unsettling atmosphere. Final Fantasy 7 and 8 are known for their iconic, unforgettable soundtracks, and Broche wants Expedition 33 to reach a similar level. Composer Lorien Testard became the third member of the development team after Broche started the project on his own. Testard also mentions NieR: Automata among his favorite games on the Sandfall website, and with the addition of a French opera singer for the Expedition 33 score, you can easily sense that influence. Heavy metal vocalist Victor Borba, who’s recognized for his work on the Devil May Cry soundtrack, is involved as well.

All in all, Clair Obscur: Expedition 33 feels strikingly ambitious, with Broche taking cues from some of the most celebrated RPG classics. Even with its impressive presentation, it seems less expansive than the recent open-world juggernauts—like Final Fantasy 7 Rebirth and Like a Dragon: Infinite Wealth—especially when it comes to world layout. It isn’t fully open, though it does offer branching routes to explore. I can’t quite picture card games and karaoke fitting into that. Still, by combining modern presentation and gameplay elements with a traditional RPG structure, I’m optimistic Expedition 33 will satisfy fans looking for a fresh take on the genre.

As the preview wraps up with the party arriving in a striking autumn setting covered in vivid red leaves, I’m left wanting more—and to get hands-on for myself. Clair Obscur: Expedition 33 had already grabbed my attention, but now it’s climbed to the very top of my most-anticipated list.

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