
Clair Obscur: Expedition 33 review – a brilliantly modern turn-based Final Fantasy in all but name
RPG fans seeking a truly unique genre entry will find exactly what they're looking for in Clair Obscur: Expedition 33, a game that proves there's plenty of life in turn-based battles.
Sandfall Interactive's debut RPG pays respect to the greats of the past while paving the way forward for the genre's future, serving as one of 2025's must-play experiences.
Clair Obscur: Expedition 33 just might be the most beautiful turn-based RPG I've ever played. I don't say this lightly, of course, yet it's a claim I feel confident stating since said beauty not only applies to the game's shiny, superficial graphics, but also how well its story, gameplay systems, and presentation style effortlessly gel with one another to create one remarkable (and highly polished) package.
The team at developer Sandfall Interactive might be small, but together they've crafted one of the most breath-taking RPG experiences I've played, confident in both its classic and markedly unique ideas. It truly is a modern take on Final Fantasy, the kind that Square Enix left behind. Perhaps a good thing, too, since its absence has allowed a masterful take on this classic genre in Clair Obscur: Expedition 33 to spring up in its place, hopefully inspiring the next generation of RPG fans.
Purely in premise alone, Clair Obscur: Expedition 33 doesn't take long to grip you. Taking place in a region known simply as The Continent, once per year a malevolent figure called The Paintress appears to write a new number in the sky. After she does, anyone older than that number will suddenly disappear into the ether, a fact that has led several of The Continent's occupants to undertake several expeditions in the hopes of stopping this seemingly evil tradition.
As far as narrative setups go it's lofty, to say the least, but I can comfortably say I've never played through a story like it ever before. Even better is just how confidently this universe is presented from the off, with Sandfall Interactive leaving no stone unturned when it comes to twists in this tale about generational trauma and those who get left behind.
What helps somewhat ground this unabashedly outlandish plot is the game's eclectic cast of characters. Gustave, the de facto leader of Expedition 33, is given a wonderful earnest quality thanks to Charlie Cox 's vocal performance, while the likes of Maelle, Lune, Verso, and others exude just as much depth within cut scenes as they do during high intensity battles. This is a case of a game's A-tier voice cast illuminating the natural qualities of the characters they're portraying, as opposed to serving as a distraction. Even Andy Serkis, as the shadowy Renoir, proves menacing for the precious time he is on screen, and the mystery surrounding him as a significantly older human character serves as a compliment to the wider goings on of the story. To say more would spoil the surprise.
Getting into the game proper, then, and though it's true that Clair Obscur: Expedition 33 is a staunchly turn-based affair, you'd be forgiven for thinking it traditional, or dare I say, ordinary. What sets it apart from the likes of Pokemon, Persona, and yes, Final Fantasy, is how it smartly builds on the genre's original mechanical cornerstones in favour of something that absolutely respects the brand of 'tit for tat' combat, yet also isn't afraid to iterate on them by introducing plenty of appreciated real-time elements, all of which work to keep you better invested in every bout.
Those who come after
Upon first glance, battles play out in expected fashion, with turns shared between your chosen part of three and whatever group of nightmarish creatures you've bumped into. Spicing up the usual rigamarole of basic attacks, magic skills, and item uses, however, are a series of QTEs and countering opportunities that help keep you in the fight – even when it's not your time to attack. What initially begins as a simple parry and dodge system eventually blossoms into a combat system that can make or break a battle, as some enemy attacks are so powerful it can quickly wipe you out in an instant, a scenario that works brilliantly to tempt you into risk a parry over a dodge, dodge over a jump riposte, and so on. Certain timing windows for these manoeuvres are a lot tighter than others, so pulling off any counter is always satisfying and itself its own reward.
Layered on top of this are a series of experimental modifiers called Pictos, which can drastically turn the tide of battle by gifting your party with a litany of passive effects that can be swapped in and out as necessary to better suit your playstyle. Each party member has three Picto slots overall, but can also benefit from some of each's effects the longer you keep them equipped and then level them up during battle.
This system combines with your ability to seek out resources capable of upgrading each character's standard weapon, or undertake side missions to find totally new ones to level up and equip, to make turn-based battles in Clair Obscur: Expedition 33 anything but predictable. I lost count how many encounters I skimped through due to the challenge even the lowest-level skirmishes can provide, especially since the long list of enemy types all have their own quirks and can be mightily cunning.
We've now reached the part of the review where I gush about how stunning Clair Obscur: Expedition 33 truly is to look at. Because yes, even though its memorable characters, unique story, and endlessly fulfilling battle system would have been enough to still render it great, the truth is that this is one of the prettiest RPGs I've ever laid eyes on – AAA or otherwise. Rendered in Unreal Engine 5 Sandfall Interactive has crafted the ultimate visual love letter to the French Belle Époque era, with plenty of extravagant sights to see by way of glorious mansions, underwater worlds, and fantastical storms. Better yet, all of it is tied together by a particularly swirling soundtrack, one that always adapts and stays with you with its dripping melodies to render the game just as much a treat for the ears (in addition to the eyes).
Honestly, the only real complaints I have about Clair Obscur: Expedition 33 are down to my own personal preference. Exploration, for instance, largely boils down to exploring linear hubs that loop back in on themselves in the style of, say, 2018's God of War, with plenty of items, bosses, and secrets to discover sitting outside the main path. It would have been nice for these sections to feature a dedicated map to avoid me getting lost so often, but I understand it's a creative choice. Then there's the poor character lip-synching, which in a game that places so much emphasis on story and a stellar voice cast is a shame. It's not an absolute disaster, thankfully, yet the game's distinctly French origins can often make themselves known in certain close-up scenes.
Clair Obscur: Expedition 33 is the type of revelatory game that doesn't come around too often. Just as much a result of what's come before as it is its willingness to push typical and traditional genre boundaries forward, it's a special turn-based RPG that gives me confidence that the future of RPGs could be in rude health – providing development teams that are as talented as Sandfall Interactive are at the helm.
This is a story of heartbreak and loss, yes, but also the importance of persevering. That's not a hard thing to want to do when a game looks and plays as wonderfully as this.
Hashtags

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


Metro
2 days ago
- Metro
MCM Comic Con is still worth it for gamers even without EGX - Reader's Feature
A reader reports back from his time at MCM Comic Con in London and gets to play a lot of video and tabletop games, despite a lack of big name attendees. Last week I attended yet another MCM Comic Con at the ExCeL Centre in London, along with my son, who this year decided to dress up as Super Mario. As you all know by now, MCM Comic Con is a three-day celebration of all things popular culture. However, this year's show was not linked with EGX, as was the case at last October's exhibition, so there was less emphasis on video games – but there was still a lot on offer. Our first stop was the Mattel stand, where they were promoting Barbie, Masters of the Universe, and Hot Wheels. There was a sit-down setup of Hot Wheels Unleashed 2: Turbocharged on the PlayStation 5. This was one of the highlights of the day, as we ended up returning a few times in an attempt to win the race. I'll probably pick it up this up, as we enjoyed it so much. Up next was the chance to play Magic: The Gathering – Final Fantasy. This was one of the first opportunities to play the game before its release on 13th June. While I'd never properly played Magic before, I had dabbled in Final Fantasy's own trading card game but stopped some time ago. We played using the starter deck kits featuring Cloud and Sephiroth and battled it out, with me emerging victorious. The cards looked amazing and feature characters, weapons, spells, and locations from all 16 mainline Final Fantasy titles. The only downer was that there were no promo cards being handed out. The next port of call was Artist Alley, where hundreds of independent artists showcased their wares. I was after one in particular: Stanley 'Artgerm' Lau. I first came across his work while playing Marvel Snap. I had a quick chat with him and got him to sign some artwork prints of Tifa and Rogue. Sticking with Final Fantasy, I noticed actor Ben Starr on the show floor – the voice of Clive Rosfield, the protagonist of Final Fantasy 16. I didn't get a chance to speak with him, as he looked in a rush, probably due to the fact that he was part of the show with his Natural Six Dungeons & Dragons Actual Play panel. After lunch, we headed off to the Family Gaming Zone, where around 20 consoles were set up with a variety of family-friendly titles. Games that we sampled included Conduct TOGETHER! on the Nintendo Switch, a puzzle-type game where you manoeuvre trains and switch tracks to avoid collisions. Then, on to JellyCar Worlds, a driving and platforming game where you hav to work your way through various obstacles. It reminded me of both the Trials series and World Of Goo, with its physics-based gameplay. We proceeded to play Tower Of Babel – No Mercy, which was a shape-dropping game where the aim is to stack as high as possible. We played the co-op mode, where we each took turns placing rectangular-shaped blocks. On paper, that doesn't sound like the greatest game, but the dormant competitive side of me came out and I was desperate to beat a nine-year-old child. The last game of the day was Astro Duel 2. The two of us joined four other convention players in a mix of retro pixel platforming and spaceship battles. It's a combination of Smash Bros. and Asteroids, with players fighting fast on the ground or in the sky. Very hectic but a lot of fun – and great to play a six-person game with all players sitting alongside each other (although one kid did rage quit a few times!). Last call before heading home was the Bandai Namco zone. They had a strong showing, with multiple games available to try. It was great to see a major game publisher represented at the event. They were showcasing several Dragon Ball Z titles and Shadow Labyrinth, while Elden Ring: Nightreign was also on display – though sadly, not in a playable format. Finally, a quick spin on their gacha machines rounded off a wonderful day. More Trending Overall, another successful show and the next show's dates have already been released. MCM returns to ExCeL London this October, along with EGX, for another three-day celebration from 24–26 October. By reader Tom Pozzetti (eyetunes – PSN ID) The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: Why I'm taking a week off work for the Nintendo Switch 2 launch - Reader's Feature MORE: This week was low-key the worst in modern video game history – Reader's Feature MORE: Star Wars Battlefront 3 needs to have these new features - Reader's Feature


Metro
5 days ago
- Metro
Clair Obscur: Expedition 33 sells 3.3 million copies after 33 days
One of 2025's breakout hits has hit an apt sales milestone, as developer Sandfall Interactive discusses its next game. Clair Obscur: Expedition 33 is already a frontrunner for game of the year, but it's also one of the unexpected hits of 2025. The French turn-based role-player is developer Sandfall Interactive's first game, albeit one with an oddly impressive voice cast, including Daredevil's Charlie Cox, Andy Serkis, Jennifer English, and Ben Starr from Final Fantasy 16. Clair Obscur: Expedition 33 surpassed one million units sold within three days following its launch on April 24, but now it's hit a very apt milestone 33 days later. As highlighted by the game's X account on Tuesday, May 27, Clair Obscur: Expedition 33 has now sold 3.3 million copies after 33 days. 'Seriously,' the post reads. 'As of today. We couldn't make that up. Another entry on the long list of surreal moments that your support has made real. Thank you ALL. Tomorrow comes.' It's an impressive milestone for a new IP, and one which doesn't include the game's Game Pass numbers. For comparison, Persona 5, a Japanese role-playing game from an established series, surpassed 3.2 million units sold two years after it released worldwide in April 2017, so it's certainly tapped into an audience beyond the genre's usual remit. Thirty-three days ago, we released Clair Obscur: Expedition then, we've sold 3.3 million As of couldn't make that entry on the long list of surreal moments that your support has made real. Thank you comes.🤝 — Clair Obscur: Expedition 33 (@expedition33) May 27, 2025 Sandfall Interactive spoke about the game's success in an interview with where they teased 'great ideas' for the studio's next game. 'The game has had success to an extent that we didn't imagine,' Sandfall's COO and producer, François Meurisse, said. 'We smashed our forecasts pretty fast.' More Trending Speaking about the studio's next project, he added: 'There will be another video game, for sure. I can't wait to dig more into the ideas we already have for the next game. 'Plus the team has grown up, has acquired new skills throughout production. Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. 'And that [comes] with higher expectations as well, so it will be challenging. But I can say that we have – and [studio head] Guillaume Broche in particular has – great ideas for the next game.' Clair Obscur: Expedition 33 is available across PlayStation 5, PC, and Xbox Series X/S. Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: First Nintendo Switch 2 unboxing has already happened but there's a catch MORE: Blades Of Fire review – hammer of the gods MORE: Games Inbox: When will the new Tomb Raider be revealed?


Metro
25-05-2025
- Metro
This week was low-key the worst in modern video game history - Reader's Feature
A reader is disturbed by the amount of bad news in the video game world at the moment, especially as most of it involves issues that have been brewing for many months. We are in a strange situation right now with video games, where almost all the news is terrible and yet great games continue to be released. This has the side effect of masking the serious issues from many gamers, who either don't know or don't care about what's really going on. As long as games as good as Clair Obscur: Expedition 33 and Monster Hunter Wilds are still coming out then everything must be fine, right? Wrong. What disturbed me this week, while reading the Metro, is that apart from job cuts (although they were implied) it had examples of all the biggest problems going on. What I found extra worrying is not only did they happen all at the same time but they're all long running issues that show absolutely no sign of being fixed. Perhaps the most obvious problem was the growing inevitability of £80 becoming the default price for big name games. At this point it'd be a victory if it only increases to £80, because GTA 6 will almost certainly be more. What was so awful about this week's news is that we had two big industry figures telling us that actually we shouldn't complain, we should get a second job to afford the games and just eat the cost. I wouldn't necessarily expect better from someone like Randy Pitchford, but hearing the ex-Sony guy saying that we shouldn't complain just shows how out of touch these execs and decision makers are. Increasing costs will lower the number of games people buy and that means a lot of titles and companies are just going to have the door slammed in their faces. People's money is not going to stretch as far as it used to and that is going to be a big problem for some games. Many are already predicting Marathon will either be a flop or just cancelled before it gets a chance, and it's not hard to see why. Nothing about it looks appealing and Sony seeming to be looking for any excuse to shut down Bungie completely, at the loss of hundreds of jobs. To view this video please enable JavaScript, and consider upgrading to a web browser that supports HTML5 video Oh, and the reason for Bungie's downfall? Corporate greed, according to the people that used to work there. That's not exactly shocking news but there it is in black and white: all these problems could've been avoided if Bungie's bosses had thought of the company first and not themselves. But then we also had the revelation that the boss of Take-Two doesn't play video games and has no interest in trying out GTA 6, even though he totally could. This is also a massive non-surprise and probably very common in the games industry, where decisions are made on a spreadsheet and not from a place of passion or ambition. Sometimes they just seem to lack basic competence though, such as the lack of any plan for when games become too expensive and time consuming to make – a problem they must have seen coming years ago. This was illustrated perfectly this week by Hideo Kojima saying his Metal Gear spiritual sequel won't be out for five or six years, even though he announced it over a year ago. The amount of time it takes to make a game is out of control, but nobody is doing anything about it. And then to finish we had the rumour that Sony is only going to have a State of Play this summer, not a full showcase, or possibly have nothing at all in terms of not-E3 events. Thereby setting us up for another 12 months of no major announcements and only one or two releases. More Trending I don't want to get anyone down, but I do think it's important to point out that just because good games are still coming out it doesn't mean that it's not chaos behind the scenes, which ultimately is only going to lead to even greater disaster if none of the problems are dealt with. By reader Ollie The reader's features do not necessarily represent the views of GameCentral or Metro. You can submit your own 500 to 600-word reader feature at any time, which if used will be published in the next appropriate weekend slot. Just contact us at gamecentral@ or use our Submit Stuff page and you won't need to send an email. MORE: Star Wars Battlefront 3 needs to have these new features - Reader's Feature MORE: 5 reasons why I'm not buying a Nintendo Switch 2 this year - Reader's Feature MORE: Nintendo Switch 2 is going to be a third party port machine – Reader's Feature