Clair Obscur: Expedition 33 ≼| OT |≽ La Belle Fantaisie

Avoiding reading this thread.
My good game radar never fails me. I rarely buy games, and find informing me too much spoils the fun. I have only seen some screenshots and knew it was turn based. Picked it up anyways.

Amazing writing and technical execution. Intro really got me. Now on the first few gameplay segments and
beat the first optional boss, the green golem guy. Guy wrecked my shit multipe times because I insisted on fucking up the parries
 
JWCpMgK.jpeg


Fuck yeah just beat Chromatic Abbest with 2 party members at level 10 and 1 at level 7. I gained 6 levels lol
 
I'm looking forward to playing! I decided instead of getting it locally to get it along with my order from Amazon Japan, it's cheaper on Amazon Japan as well than amazon locally. Got myself a copy of AI Limit and Khazan as well. But looking forward to Clair Obscur to arrive along with them so I can start playing
 
I am trying to get to village but there is this ultimate guy and I don't do a lot of damage to it. Any tipsEarly game

Shoot off his cannons and his arm to cripple him. Iirc hes also weak to fire. A good strategy I found is to immolate with with lune then use swift stride with Maelle to get her into virtous stance, from here you should be using fleuret flury and Percee when you run out of AP for fury. Also use marking shot with Gustave to have Maelle do a lot more damage after. Overcharge is really good too but only if fully charged
 
JWCpMgK.jpeg


Fuck yeah just beat Chromatic Abbest with 2 party members at level 10 and 1 at level 7. I gained 6 levels lol
Ha it just clicked for me that the "We Continue" prompt is from the dialog in the game. Thought it was odd but never put 2 + 2 together.
 
It really can not be stated how important parrying is once you get past the beginning of the game. I had been relying mostly on dodge because I suck at action crap, but when I fought the optional boss at the end of the Yellow Harvest it didn't really click for me until I forced myself to swap to parry. All of a sudden you're not just negating their damage, you're doing a huge hit (w/ a lot of break) back to them and getting 1 AP for each action you parry.

I know this seems obvious, but if anyone else is like me and was thinking the mechanic could be ignored I would strongly encourage you to get that Vit/Def up a bit and learn. It's not nearly as hard as I had made myself feel it was and like someone said above, most actions DO have a cue of some sort, whether it's a visual flash or a sound.
 
I was burned by the last three JRPG-type games I tried: Metaphor, FF7 Remake, FF16.

Grew up loving JRPGS but these all irritated me and I bounced off.

Am I a glutton for punishment if I try this game?

I'm 3-4 hours in and so far I am totally in agreement with those who suggested this game despite my issues with the turn-based adventures listed above.

Mostly because the writing and voice acting feels so far and above those experiences that it's funny. Suddenly all the story being shoved down my throat feels worth it.

I don't want to speak too soon because while I can also praise the combat mechanics, the game could easily grow stale for me if the experience doesn't keep surprising.

So far, so good. Great first impressions. I've been pretty turned off this generation but I'm enjoying this.
 
I'm 3-4 hours in and so far I am totally in agreement with those who suggested this game despite my issues with the turn-based adventures listed above.

Mostly because the writing and voice acting feels so far and above those experiences that it's funny. Suddenly all the story being shoved down my throat feels worth it.

I don't want to speak too soon because while I can also praise the combat mechanics, the game could easily grow stale for me if the experience doesn't keep surprising.

So far, so good. Great first impressions. I've been pretty turned off this generation but I'm enjoying this.
Yeah I gotta say, I hate most turn based JRPGs but so far I'm really liking this one. I like how you can dodge/counter literally any attack and you can beat any enemy if you're skilled enough.

Plus I like how it's not just "pick the element that the enemy is weak against". There's a lot more to it and every party member has their own interesting mechanics.

Now the real question is whether this is still going to feel fun 30-40 hours in, or if I'm just solving the same puzzle over and over. But so far I'm pleasantly surprised.
 
Yeah I gotta say, I hate most turn based JRPGs but so far I'm really liking this one. I like how you can dodge/counter literally any attack and you can beat any enemy if you're skilled enough.

Plus I like how it's not just "pick the element that the enemy is weak against". There's a lot more to it and every party member has their own interesting mechanics.

Now the real question is whether this is still going to feel fun 30-40 hours in, or if I'm just solving the same puzzle over and over. But so far I'm pleasantly surprised.
Yeah, the dodge and parry feel like such a natural innovation to turn-based combat that it's surprising it hasn't been done before. Maybe it has for all I know.

Also, I need to shout out the environments and music so far, which are obviously another huge part of an experience like this. So far it feels like they are doing a lot of environmental storytelling. I really hope this keeps up. It makes a huge difference in how engaging just going from area to area can be.

I've also just entered an underwater type area and combined with the music it's almost giving me that classic Donkey Kong bliss.

Anyway, I am still likely in the honeymoon phase and experiencing first impressions.
 
Been a while since I've played a game that seems like it was made by people that didn't have the maturity level of a 5 year old.
Characters are likable and graphics are lovely even if they are a bit ruff at times (think Ninja Theory), but they do outshine the best at times too.
But everything else is top tier and as I said, there a sense of maturity in the story and cinematography I haven't seen in while, especially with a western developer.
I hope this does well because they have a bright future ahead of them if it does.
Music to my ears. I actually can't wait to get back home to play it.
 
I strongly encourage people to put points in vitality and even some in defense. Being able to tank a couple hits while you're learning the timings makes it far less frustrating.
20 straight into vitality at the start of the game makes everything click together. 20 vitality and the rest into luck and agility has been the way to go so far. Later on they dont mean anything and you can just reroll them since luminas will take care of attributes
 
Last edited:
Papitos I am stuck at work and all I want is to go home and play the game. Is there a lore reason why life is harder than Dark Souls NG+?
 
I wish there was some sort of demo. I'm terrible at timing parries and counters in general, and this game seems to require that.
Don't worry. It's not souls levels of timings. Mobs only have a few attacks and you soon get the timing down. It's more audio cues than visual ones.
 
Been a while since I've played a game that seems like it was made by people that didn't have the maturity level of a 5 year old.
Its this. It's so this. When it seems a lot of media is getting infantalized, games that just lean in to being mature and thoughtful with real themes is just a breath of fresh air.
 
I wish every boss had those cinematic finishers when you get their health to 0, spectacular stuff.

I continue to be impressed with pretty much everything, any criticisms I have are minor. I didn't think anything would dethrone KCD2 as my current GOTY frontrunner until Death Stranding 2 but this might do it and since I called KCD2 one of the best games of this generation the same applies here, it's just that good. What a year this is turning out to be, videogames for life.
 
How does the "overcharge" ability work, y'all? It seems the "tap A" prompt only comes up randomly and Gustav keeps commenting that the attack is "weak".
 
How does the "overcharge" ability work, y'all? It seems the "tap A" prompt only comes up randomly and Gustav keeps commenting that the attack is "weak".
There are attacks and abilities that give one charge and even multiple but once you reach 10/10 it gets fully charged the overcharge becomes very strong attack.

So use "overcharge" skill once Gustav's mechanical arm reaches 10.
 
Last edited:
The year just keeps on giving. So many great games like KCD2, Split Fiction, this art. Last year I felt like maybe gaming is not for me anymore and almost sold my PC. Maan, I am so glad I did not do that. I will never doubt gaming anymore :messenger_smiling:
 
How does the "overcharge" ability work, y'all? It seems the "tap A" prompt only comes up randomly and Gustav keeps commenting that the attack is "weak".
Just charge it up by using other skills and dodging/parrying. Will take a couple of rounds to get to 10.

It's important to use when charged up as it's your main way of breaking enemies.
 
Saw this online...

The thing I appreciate more than anything about this game is the lack of "hand holding". Mad respect to the developers for this.

  1. Having no waypoints and mini map does WONDERS to player exploration and immersion along with rewarding curiosity over having to constantly look at a radar for "guidance". You get the take in the beautiful world and aesthetics of the game as well instead of your eyes constantly being glued to a circle on the corner of your screen most of the time.
  2. Having no QTE markers for dodging and parrying in combat also allows players feel much more engaged in battle. It enforces the idea of learning & reading enemy patterns over having to rely on a simplistic boring approach of "dodge now!"...which some games unfortunately do. It makes fights feel more skillful and WAY, WAY more satisfying.

Completely agree.
 
Saw this online...

The thing I appreciate more than anything about this game is the lack of "hand holding". Mad respect to the developers for this.

  1. Having no waypoints and mini map does WONDERS to player exploration and immersion along with rewarding curiosity over having to constantly look at a radar for "guidance". You get the take in the beautiful world and aesthetics of the game as well instead of your eyes constantly being glued to a circle on the corner of your screen most of the time.
  2. Having no QTE markers for dodging and parrying in combat also allows players feel much more engaged in battle. It enforces the idea of learning & reading enemy patterns over having to rely on a simplistic boring approach of "dodge now!"...which some games unfortunately do. It makes fights feel more skillful and WAY, WAY more satisfying.

Completely agree.
The no mini map is deliberate, so the players get the same feeling of lost on a foreign continent as the characters in the game. Having a mini map would have completely destroyed that experience of not knowing what's around the next corner.
 
Saw this online...

The thing I appreciate more than anything about this game is the lack of "hand holding". Mad respect to the developers for this.

  1. Having no waypoints and mini map does WONDERS to player exploration and immersion along with rewarding curiosity over having to constantly look at a radar for "guidance". You get the take in the beautiful world and aesthetics of the game as well instead of your eyes constantly being glued to a circle on the corner of your screen most of the time.
  2. Having no QTE markers for dodging and parrying in combat also allows players feel much more engaged in battle. It enforces the idea of learning & reading enemy patterns over having to rely on a simplistic boring approach of "dodge now!"...which some games unfortunately do. It makes fights feel more skillful and WAY, WAY more satisfying.

Completely agree.
Definitely, when there's a mini map I end up looking at the map most of the time instead of enjoying the environment.

Another example
the first little sidequest where you can help that one creature who needs light.. you can go find the resin, then go back and give it to him.

If this were some infantile JRPG, you'd find the resin then your party would break out into conversation like "hey, remember that creature back there who needed to light a fire, do you think we could use this?" "I wonder... that just might work!" "Only one way to find out!" "OK, it's a plan then!!"

In this game, you just have to see that you found a key item, then figure out for yourself what it's for.
 
What type of effect does Story Mode have on gameplay? I am interested in this but would like to play on a lower difficulty since I am not very into nor good at turn-based games.
 
What type of effect does Story Mode have on gameplay? I am interested in this but would like to play on a lower difficulty since I am not very into nor good at turn-based games.
You take way less damage and deal way more damage. Thats about it

Doesn't effect parry and dodge timings. Turn auto QTE from the settings if you want that
 
Been a long time since I haven't been thinking about a game during the day and being hyped about playing it when everyone goes to bed. This game is the real thing
 
The no mini map is deliberate, so the players get the same feeling of lost on a foreign continent as the characters in the game. Having a mini map would have completely destroyed that experience of not knowing what's around the next corner.

100% agreed. I call this great game design and something FromSoft games do really well. Sometimes less is better for the overall experience.

Definitely, when there's a mini map I end up looking at the map most of the time instead of enjoying the environment.

Another example
the first little sidequest where you can help that one creature who needs light.. you can go find the resin, then go back and give it to him.

If this were some infantile JRPG, you'd find the resin then your party would break out into conversation like "hey, remember that creature back there who needed to light a fire, do you think we could use this?" "I wonder... that just might work!" "Only one way to find out!" "OK, it's a plan then!!"

In this game, you just have to see that you found a key item, then figure out for yourself what it's for.

That example is so spot on lol. I fucking hate those moments of "No Shit, Sherlock" dialogue in games, especially JRPGs....

Mad props for the developers knowing their players aren't all clueless. Let us figure things out on our own and get the satisfaction of it rather than having shit where Atreus solves the puzzles for us in the first 5 seconds or having Aloy speak to herself every 2 seconds about what needs to be done after every small event.


MORE GAMES LIKE THIS PLEASE!
 
Top Bottom