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Uh-oh, is the rest of the world making JRPGs better than Japan?
Uh-oh, is the rest of the world making JRPGs better than Japan?

Japan Times

time5 days ago

  • Entertainment
  • Japan Times

Uh-oh, is the rest of the world making JRPGs better than Japan?

Hailed as 2025's first bonafide game-of-the-year candidate, Clair Obscur: Expedition 33 released on April 24 from out of absolutely nowhere. More surprisingly, its gameplay and narrative, heavily influenced by Japanese role-playing games (JRPGs), were crafted by a team with little to do with Japan at all. Developed by French studio Sandfall Interactive, Clair Obscur: Expedition 33 sets the player in a Belle Epoque-inspired world devastated by an enigmatic apocalypse that annually culls survivors of progressively younger ages. As the game begins, the lone bastion city of Lumiere gathers to bid farewell to all 33-year-old residents as well as Expedition 33, the latest in a long line of doomed task forces charged with traveling to a distant continent where, it's believed, lies a solution to the deepening crisis. You'd be right for thinking none of that sounds particularly Japanese, but make no mistake: Clair Obscur: Expedition 33 is not only a JRPG, a genre that has outstripped the geographical limitations its name might suggest, but it's quite possibly the best JRPG of the decade to date. So what even is a JRPG? In the 1980s and '90s, a cut-and-dry definition of 'role-playing games made in Japan' sufficed, but the gameplay mechanics established in this era — turn-based combat, an overworld punctuated by smaller dungeons and recruitable party members often differentiated by specializations like physical damage, magic-wielding or healing powers, etc. — came to define the genre as a whole. Aesthetics and narrative style also developed their own JRPG niches. The former increasingly took on anime-influenced character designs and voice acting idiosyncrasies, and the latter came to embrace predefined stories (as opposed to ones that change based on player choice) of ragtag groups of ostensibly ordinary adventurers drawn into world-altering struggles with kings, demons, gods and more. The tricky thing is that none of these elements are unique to JRPGs as a genre, and if one or more of them are missing, that doesn't necessarily disqualify a game from the label. More often than not, what separates a Western-style RPG like Baldur's Gate 3 from a JRPG like Clair Obscur: Expedition 33 — both developed by non-Japanese studios — is an 'I know it when I see it' litmus test, as ambiguous in some cases as it is foolproof in others. In Clair Obscur: Expedition 33's case, I see a JRPG when I look at this game, which raises a more pressing question than a debate over what is or isn't a JRPG: Why aren't Japanese developers cranking out the type of games that once made the genre the source of some of gaming's best efforts? While developers outside of Japan are making games like Clair Obscur: Expedition 33, some of the pillars of the country's domestic JRPG scene are focused on remakes and remasters. | SANDFALL INTERACTIVE By critical metrics, the last truly great Japanese-developed JRPG was 2016's Persona 5 (with honorable mention to 2019's Kingdom Hearts III). Last year's Metaphor: ReFantazio was an admirable stab at a new story and setting from former Persona devs, but otherwise, the domestic JRPG scene has since become dominated by remasters and remakes. Industry giant Square Enix is preoccupied not only with sticking the landing on the third and final installment of its multipart remake of 1997's Final Fantasy VII, but it's also working on a remake of the original Dragon Quest (1986) and Dragon Quest II (1988) — following up a similar reworking of Dragon Quest III (1988) released earlier this year. This is hardly a problem specific to Square Enix. Over at Nintendo, Xenoblade Chronicles X: Definitive Edition released in March, remaking the 2015 game of the same name (setting aside the discussion of whether a 10-year-old game needs a remake at all). It's not that these remasters and re-releases make for objectively bad games, but they do little to move JRPGs as a genre forward. The plucky studios of Japan's past have since become or been subsumed into giant corporations, whose inexorable profit motive rewards commoditization of nostalgia over creative and financial risks aimed at the future. Meanwhile, developers outside Japan continue to experiment with the genre. In 2022, German developer Matthias Linda released Chained Echoes to critical acclaim, and in 2023, Sea of Stars, developed by Montreal-based Sabotage Studio, drew similarly high praise. These games were small in graphical scale, but they were original efforts that drew inspiration from JRPGs' earlier eras instead of repurposing and repacking them. Now, Clair Obscur: Expedition 33 has set a new high-water mark in modern JRPGs. The next mainline Dragon Quest game is still at least a year or two away from launch, and the Final Fantasy franchise has no releases planned for 2025. So if Japan is to answer the call set down by France's triumph, it just might have to be a daring unknown, a tried-and-true genre trope, that puts Japan-made JRPGs back on the map.

Clair Obscur: Expedition 33 is the surprise masterpiece no one saw coming
Clair Obscur: Expedition 33 is the surprise masterpiece no one saw coming

Daily Maverick

time20-05-2025

  • Entertainment
  • Daily Maverick

Clair Obscur: Expedition 33 is the surprise masterpiece no one saw coming

It'll likely be scooping several Game of the Year awards toward the end of 2025, and for good reason, as Expedition 33 shows that you can make waves in the industry without needing to cater to as broad an audience as possible. Tomorrow comes, and we continue. Clair Obscur: Expedition 33 shouldn't be this good. On paper, a traditional turn-based RPG with souls-like influences fused into its design, a relatively short time-to-complete playtime, and a decadently French direction sounds like a recipe for chaos. Somehow, though, developer Sandfall Interactive has managed to combine all of its ideas into a harmonious experience with its debut effort. It says a lot when the end result is so good, so exquisite in its execution that it even manages to overshadow the likes of The Elder Scrolls 4: Oblivion Remastered, a game released a mere two days before its release. To put it simply, Expedition 33 is both a revelation and a love letter to a bygone era of gaming. Full of elegant art direction inspired by France's Belle Époque period, a rock-solid cast of characters to fall in love with, and gameplay that keeps your eyes glued to the screen, Expedition 33 pays homage to the past while forging its own path forward. Once a year, the Paintress wakes and paints upon her monolith in Expedition 33. Every year sees a new cursed number appear, leading to an event known as 'the gommage' in which everyone of that age turns to petals and fades away. Year by year, that number ticks down and more people are erased, while doomed expeditions set out to her continent in a futile attempt to stop her. Players are quickly introduced to Gustav in Expedition 33, who leads a party to stop her or at least pave the way forward for the next expedition, with members grimly reciting a mantra to remind them that they're fighting for tomorrow. Expedition 33's story could have easily wallowed in the nihilistic despair of its premise, but Sandfall Interactive makes certain to inject a sense of optimism and enthusiasm into its tale, introducing players to layered characters brought to life by a cast of acting heavyweights. Charlie Cox (Daredevil), Andy Serkis (Andor), and Ben Starr (Final Fantasy 16 and noted appreciator of Final Fantasy 8) bring their A-game to Expedition 33, while the rest of the game's small but talented cast is fleshed out by the likes of Jennifer English, Kirsty Rider, and Shala Nyx. Like the best turn-based RPGs, Expedition 33's story is one of twists and turns, heartbreak and triumph in a world that you can't get enough of. There's a painterly quality to everything; a rich canvas to explore and interesting characters to meet throughout the game, but it's also an adventure that feels fantastic to play. Applying the souls-like label to any game will most likely turn off a portion of the audience, but to its credit, Sandfall has managed to cleverly make these gameplay ideas complement the core RPG experience. Whereas other studios would haphazardly bolt these ideas onto their product to quickly cash in on the gaming zeitgeist, Expedition 33 is so in touch with these mechanics that you can't imagine it not having them after you've spent a few hours with the title. The genius here is that Expedition 33 is essentially two different games whenever you initiate combat. There's a heavy JRPG influence, as basic attacks and spellcasting are combined with broader ideas and unique character movesets. The mage Lune, for example, can stack up elemental stains that can be consumed to increase damage, while Maelle combines ballet with fencing arts to weave in and out of stances that offer various advantages. These moves also have a light smattering of quick-time events woven into them, keeping you more engaged with the action as it unfolds on the screen. But when it's the enemy's turn? That's when you need to lean forward on your seat and prepare to test your reflexes. From Software's Sekiro is the best example of what to expect here, as you'll need to dodge and parry attacks from the opposition. Getting the timing right allows you to avoid damage and even follow up with a counterattack, and as you venture further into the game, more interesting wrinkles on the combat present themselves to the player. The combination leads to thrilling enemy encounters, and even if you find yourself grossly outgunned, a few well-timed parries can turn the tide of battle and net you a hard-earned victory. Another layer to this system are Pictos, items that can be equipped to buff attacks. Spread across the game, Pictos allow for some incredible experimentation and buildcrafting. Expedition 33 players have come up with some jaw-dropping builds since the game was released, and while it has been significantly nerfed, there's still a build that can be used to turn Maelle into a walking extinction event. Take that, horrible robo-mime bastard who is a headache to face at first. There's more to the game than just a rip-roaring yarn of cancelling the apocalypse and outfitting your crew with stereotypically French outfits and baguettes, of course. Expedition 33 is a masterclass in keeping players engaged, as even the art of grinding out some extra XP feels worthwhile thanks to the head-turning gameplay. I could go on about its stellar soundtrack, French New Wave cinematic influences, and the nuanced approach to character development, not to mention the sheer grandeur of the boss battles that you'll experience. But that would do the game a disservice, because the best thing about Expedition 33 is that it's constantly surprising – offering a journey that you'll want to undertake without being too informed of what awaits you. DM Released on 24 April, Clair Obscur: Expedition 33 is out now for PC, PS5, and Xbox Series X|S. It's also playable with Game Pass.

Which ‘Clair Obscur: Expedition 33' Ending Is Better?
Which ‘Clair Obscur: Expedition 33' Ending Is Better?

Forbes

time19-05-2025

  • Entertainment
  • Forbes

Which ‘Clair Obscur: Expedition 33' Ending Is Better?

Clair Obscur: Expedition 33 Sandfall I keep writing about Clair Obscur: Expedition 33, and people keep reading it, so I wanted to discuss what may be the most intense part of the game. Its ending. Rather, its endings, plural. Spoilers obviously follow and if you have not beaten the entire Epilogue and seen credits, don't read this. The final confrontation of the game's story (outside of endgame things) is the stunning choice that you suddenly have to make between Verso and Maelle, where Verso wants the fraction of the true Verso's soul to finally stop painting and rest, while Maelle doesn't want his final world to collapse. Who to choose? Well, I sat staring at the screen for ten minutes, but I won't tell you until we're done with this. Clair Obscur: Expedition 33 Sandfall Verso Many will view Verso's as the 'happy' ending. With original Verso, the dead Verso's soul fraction, done painting, the 'true' Painter family is allowed to reunite and properly mourn what they've lost. But in the process, by doing this, Verso erases all the painted friends he's made for the entire game. A newly painted Maelle, a version of his sister, and Lune and Sciel, his battle partners, and Monoco and Esquie, his fictional childhood friends he brought to life. Maelle Maelle cannot let go. Of child Verso. Of adult, painted Verso, or all her painted friends, new and old, dead and alive. It's the 'dream' ending. Maelle, now fully realizing her painting powers, has brought people like Sciel's dead husband back to life, or more relevantly, Sophie and Gustave, the most brutal losses of the game. The unsettling bit is when she's now puppeteering Verso to play the piano, something he supposedly enjoys, but he's being kept alive (remember he's immortal) and forced to dance for her against his will. This ends with the most frightening shot of the game, painter Maelle: Clair Obscur: Expedition 33 Sandfall I picked Maelle. No, I did not know at the time that her ending would be this unsettling, but my attachment to her character was greater than Verso's, who had lied to us about a dozen times since we met him, and works toward a resolution for a family we simply do not care about. I think you can make the argument that the lie is better. What is real, after all? Is it fair the Painters can bring infinite worlds to life, creating consciousness and erasing them at will? And use it as a way to cope with grief ahead of some larger war with 'The Writers' we have no information about? My friend who is adamantly pro-Verso ending told me that my view is like caring about the toys in Toy Story who are…toys. But you do care about the toys in Toy Story! That's the point! And from a more meta sense, we are caring about what happens to fictional characters in a fictional video game, and the 'right' answer is to pick one real family out of two not-real sets of characters. But getting out of that mindset, I think just dramatically, the Maelle ending is better, and it fits more with the story. It seems bizarre to me to draw this 'happy' ending and that just involves gommaging the entire cast you played with, it's sad and weird, outside of the 'real' family finally mourning. A darker ending after Maelle realizes her identity feels much more in-keeping with everything we've seen before. Why should she be forced to allow the erasure of this world and return to her cage of burns and masks, if she has the power to live like this? It's her family being selfish for…what? If she returns, it's not bringing Verso back, and there's not even a guarantee it will cure her mother's hysteria. I expect a wide range of takes on this, and the answer is probably 'there is no right ending,' which is sort of the point. Either one you pick, this remains one of my favorite video game stories of all time. Follow me on Twitter, YouTube, Bluesky and Instagram. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy.

‘Clair Obscur: Expedition 33' game review
‘Clair Obscur: Expedition 33' game review

The Hindu

time19-05-2025

  • Entertainment
  • The Hindu

‘Clair Obscur: Expedition 33' game review

There are two types of gamers: those who are obsessed with turn-based Japanese Role-Playing Games (JRPGs), and those who steer well clear. Today, a close friend of mine, firmly in the latter camp, surprised me by saying they have been drawn into Clair Obscur: Expedition 33, the latest turn-based, Final Fantasy-inspired JRPG from a passionate team of French developers. A game so deeply rooted in JRPG tradition, yet since its launch, it has been turning heads, blurring genre boundaries, and drawing in even the most hesitant of players. Given its rapid virality, it would be easy to dismiss Expedition 33 as just another flash in the pan. But even a cursory glance at the trailers and previews reveals a labour of love, one that pulls you into its mysterious world with a compelling story, inspired and challenging combat, incredible characters, and arguably one of the most memorable narratives in recent gaming history. Every year, the surviving humans gather for Gommage, a grim ritual in which a towering figure known only as The Paintress paints numbers in the sky. Each number erases everyone of that age from existence. That is where Expedition 33 begins: the number 33 is painted, and the protagonist Gustave is forced to watch his loved ones turn to roses and ash. With heavy hearts, the expedition sets out to end The Paintress, but the journey is anything but simple. Gustave and his companions must traverse a world of eerie beauty and unspeakable horror, one richly inspired by French art. The game begins in a deceptively light-hearted way, reminiscent of Chrono Trigger, with you meeting a friend at a fair. But things take a dark turn quickly when the number 33 is painted. From that moment, the game has you emotionally invested in Gustave's story. Expedition 33 excels at keeping you at the heart of its narrative filled with grief, hope, and quiet resilience. Despite the odds, its cast clings to hope as they march toward a conclusion that is as satisfying as it is weighty. The Paintress may paint death, but the developers have painted a storytelling masterpiece. The battle system is a love letter to the best elements of turn-based RPGs. It blends Final Fantasy's materia systems, Persona 5's sleek UI, Mario RPG's timing-based dodges, and even Sekiro's parries into a combat system that is both reactive and precise. The thrill of landing a perfect parry or using a character's unique mechanics to gain the upper hand is immensely rewarding. However, there are moments when the game throws overwhelming multi-hitting enemies at you, occasionally bordering on unfair, forcing you to truly master the mechanics. Each character has a distinct combat style, ranging from complex to beginner-friendly. For example, Lune generates elemental 'stains' based on her attacks, and chaining specific combinations boosts her damage output. Meanwhile, Maelle, a fan favourite, employs a more straightforward fencing stance system to deal powerful blows. The diverse cast allows players to experiment with different builds before settling on the party that best suits their playstyle. Clair Obscur Expedition 33 Publisher: Sandfall Interactive, Sandfall S.A.S. Developer: Kepler Interactive Price: ₹4,999 on Playstation 4, PlayStation 5, Xbox One, PC Forget Steampunk, Expedition 33 embraces the elegance of the belle époque, a stunning yet ironically chosen aesthetic for a game centred on mass erasure. The world design is exquisite, clearly influenced by French art, history, and architecture. Every environment feels like a painting worthy of framing. Despite its harrowing plot, the game provides moments of peace, allowing players to explore, discover, and engage in well-crafted side quests that genuinely add value. Visually, Expedition 33 is astonishing. Sandfall Interactive — a relatively small team, many of whom are ex-Ubisoft — have delivered a game that feels AAA in every respect. At a time when even major releases like Star Wars Outlaws launch in rough shape, Expedition 33 stands as a testament to what passion and vision can achieve. While big studios often scoff at turn-based systems in favour of formulaic design, Expedition 33 proves there is a hungry audience for innovation within tradition. As Final Fantasy continues to drift away from its roots, perhaps this game will inspire a return to form. Clair Obscur: Expedition 33 is a triumphant reminder that the JRPG is not only alive but thriving. If you are after a game that is beautiful, intricate, and emotionally resonant, look no further. It is only May, and yet this already feels like a strong contender for Game of the Year, especially with Grand Theft Auto VI sitting out 2025.

It's parry season
It's parry season

Business Mayor

time18-05-2025

  • Entertainment
  • Business Mayor

It's parry season

If you like games with parrying, there are two great new ways to get your fix: Doom: The Dark Ages and Clair Obscur: Expedition 33 . These very different games — one is a fast-paced first-person shooter, the other a turn-based fantasy RPG — approach the mechanic in very different ways. Let's start with Doom . One of the big new additions to the game is a giant shield for the Doom Slayer, and you can use it to block projectiles or enemy attacks. The game helpfully signals anything that you can parry in a bright neon green that's easy to see as you're rushing around and destroying hordes of demons. When a green projectile gets within range or an enemy does a green attack, you can press the parry button at the right time to deflect the danger with a huge reverberation of your shield and an action-movie-like moment of slow motion. Like most of modern Doom 's action, it all looks, feels, and sounds very satisfying. But parries are also critical for fights, as they can open up an opportunity to hit the enemy with a punch or a few shots from whatever monstrous gun you're wielding. Stay keen for something green In intense battles, I'm always hunting for green glints to find things to parry to potentially gain an advantage. When an enemy shoots a spread of bullets with some green interspersed, I'll even run toward the danger to get in a good deflection. Some weapon upgrades have perks tied to parries, too, giving you many incentives to stay keen for something green. Read More Bobby Kotick to depart Activision before the end of the month Doom , very helpfully, has a setting that lets you change the timing for the parry window whenever you want. I have no shame in admitting that I've occasionally made the parry window as wide as the game allows; yes, it lowers the difficulty, but I like parrying every chance I can. Image: Kepler Interactive Expedition 33 's parrying system is just as thrilling and impactful, but shifts from fast-paced action to turn-based battles. When it's an enemy's turn in a battle, they'll often wind up their giant swords, axes, or fists for flashy, multistep attack combos, and you can parry each hit if you time things right. Every successful parry regains one AP, which you'll spend during your turn to use skills. More powerful skills typically have higher AP costs, so the more blows you parry, the better equipped you'll be on your next turn. Parry all of an enemy's attacks on their turn and you'll do a counter (which also has an action-movie-like slow-motion effect) that can be a very helpful way to chip away at a health bar. That's not easy, though: Expedition 33 's gives you a very tight window to press the parry button in time to block a hit, and if you miss the window, you'll take some damage. Missing multiple parries on a single turn might drain your health bar from full to empty, and given how tricky the game's enemies can get with staggering their hits or faking you out, that will probably happen often. The game lets you dodge enemy attacks, which has a much wider timing window, but you don't gain AP and you won't get a chance to counter. I found myself leaning toward parries far more than dodges: despite the risks, landing a successful series of parries, especially in a high-stakes battle, was usually worth the trial and error because of how cool it looked and how much it helped in a fight. I do wish Expedition 33 had a setting to adjust the parrying windows just slightly (and if you're on PC, there's a mod that can help with that). But I also get why the timing is so tough: the rewards are high, but so are the costs. Parrying can be a divisive mechanic, especially when it's challenging. That's why people bounce off of games like Sekiro: Shadows Die Twice and Nine Sols . But Doom and Expedition 33 both offer new and interesting takes on the idea that show just how rewarding a good parry can be.

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