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

If you suck at parrying like I do, dodging is helpful to learn the timing. There are actually more auditory queues than visual queues. Parry timing is like a split second after the slash sound. The timing is also a bit late compared to most soulslikes (or so I've heard but I'm not a souls player) so trying to parry at last possible moment can also help. I never fully got great at it, but it became more rewarding as I improved until the end. Some enemies I simply couldn't master their parry window but dodging could get me by.

I played on normal, and to beat it I made a pretty tanky build with some defensive pictos such as Solidifying or In Media Res or Second Chance. With this build, each character can take quite a few hits and there's even a pictos that give 3 shields to the rest of party when they die, which can make your party practically unkillable.
 
If you suck at parrying like I do, dodging is helpful to learn the timing. There are actually more auditory queues than visual queues. Parry timing is like a split second after the slash sound. The timing is also a bit late compared to most soulslikes (or so I've heard but I'm not a souls player) so trying to parry at last possible moment can also help. I never fully got great at it, but it became more rewarding as I improved until the end. Some enemies I simply couldn't master their parry window but dodging could get me by.

I played on normal, and to beat it I made a pretty tanky build with some defensive pictos such as Solidifying or In Media Res or Second Chance. With this build, each character can take quite a few hits and there's even a pictos that give 3 shields to the rest of party when they die, which can make your party practically unkillable.
I don't suck at parrying. I beat some of the optional bosses already.

I think y'all miss the point, I said I didn't want to do this stuff in a turn based RPG. I appreciate when the difficulty comes from strategy and tactics, even if the game can be annoying at times, like the reaper in Persona 3.
 
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just if you play on expert, if you play on normal or easy the parry/dodge window is sooooo big that you can parry like 3 seconds before the attack and you ll still get the parry.

I played on expert so no idea of the differences.

only Simon and maybe Golgra requires such builds, everyone else after act 1 can be deal with no parry or dodge, you can just rely on shields.

Eh nah, there are other optional ones like
Clea
or the entire tower, among other world bosses, but yeah, overall if you have a great build, you can just outdamage everyone without the need of parrying and he can just get the shield pictos as well as the skills.
 
I don't suck at parrying. I beat some of the optional bosses already.

I think y'all miss the point, I said I didn't want to do this stuff in a turn based RPG. I appreciate when the difficulty comes from strategy and tactics, even if the game can be annoying at times, like the reaper in Persona 3.
Super strategic



At least E33 require some skills for the win, even If you try to cheese Simon It requires some build up.
 
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Looks like the devs visited Shift Up and Kim Hyung Tae (Stellar Blade Director). Kim said a couple of months back that Expedition 33 was his GOTY for 2025.

Recently, I had the pleasure of meeting Guillaume Broche, the leader of the 33 Expedition, and Maxance Playez, the Principal sound designer. We shared wonderful stories, and I also got to hear about their surprising connections with Korean games. Je serai dans l'équipe française à la fin de l'année pour soutenir l'Expédition. Thank you for creating such an amazing work, and I look forward to the day we meet again!
#ClairObscurExpedition33 #SHIFTUP #France #MyGOTY

 
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Finished act 2. This is starting to become an all time favorite. Easily GOTY and I don't think that will change. I actually wish it was going against GTA 6 because I think it would be a real discussion. Imagine this little studio going toe to toe with fucking Rockstar.
 
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Finished act 2. This is starting to become an all time favorite. Easily GOTY and I don't think that will change. I actually wish it was going against GTA 6 because I think it would be a real discussion. Imagine this little studio going toe to toe with fucking Rockstar.
Who knows. God of War beat RDR2 for GOTY in 2018 I believe, so there's always a chance I guess.
 
I played on normal, and to beat it I made a pretty tanky build with some defensive pictos such as Solidifying or In Media Res or Second Chance. With this build, each character can take quite a few hits and there's even a pictos that give 3 shields to the rest of party when they die, which can make your party practically unkillable.
The problem I encountered with this tactic is that the fights go on for way, way to long. And there are a lot of fights, especially later on. The solution for me was to go full on counter, which just deals massive damage. The problem here is that many enemy moves are plain bait with endless delayed and obfuscated movesets, which again takes time to memorize. Pick your poison I guess.
 
The problem I encountered with this tactic is that the fights go on for way, way to long. And there are a lot of fights, especially later on. The solution for me was to go full on counter, which just deals massive damage. The problem here is that many enemy moves are plain bait with endless delayed and obfuscated movesets, which again takes time to memorize. Pick your poison I guess.
You can finish almost all non boss fight on less than a second just use:

Auto death + deth bomb + death burn + death shield + Second chance.

 
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I don't suck at parrying. I beat some of the optional bosses already.

I think y'all miss the point, I said I didn't want to do this stuff in a turn based RPG. I appreciate when the difficulty comes from strategy and tactics, even if the game can be annoying at times, like the reaper in Persona 3.
Its typical QTE bullshit because turn based combat is considered boring.
Same reason why FF went action.
 
You can finish almost all non boas fight on less than a second just use:

Auto death + deth bomb + death burn + death shield + Second chance.


That just shows that you can break any game with specific builds, tricks, help etc.

Playing without guides I could finish the game just fine. It just wasn't as pleasant and coherent as I wished it to be.
 
That just shows that you can break any game with specific builds, tricks, help etc.

Playing without guides I could finish the game just fine. It just wasn't as pleasant and coherent as I wished it to be.
there is no need to look up for guides, thats the pictos system is so good, if you take some time to read and try new combination you ll discover many forms to break the game
 
I finished this a couple weeks back on medium difficulty in 60 hours with 2 of the 3 superbosses down and I won't be bothering with the 3rd.

Overall it's a great game but it's not game of the generation material for me it won't even be my game of year. However it does some things brilliantly especially in the JRPG turn based space these are things that stood out to me.

1. Best in class voice acting. This games voice acting is up there with Rockstar and Naughty dogs best which in the JRPG space puts it a mile above everything else

2. Great story. Very good moving story with character's that had motivations that made sense. I did have to Google what the fuck was going on at one point though.

3. Great loot to find. None of this 0.0001% damage increase just on a Sunday bullshit. The Pictos in this game make a difference either fundamentally to the gameplay or by huge stat increases. One could argue they are too good as everyone seems to be breaking the game.

4. Zero Junk loot. I absolutely hate how some games especially openworlds fill there beautiful maps with endless junk loot almost certainly crafting materials. Horizon and FFVII rebirth are particularly bad offenders but even FromSoftware aren't immune to this disease. It's particularly offensive when the games UI ruins the aesthetic of the world by highlighting them. Everything you pick up in Exp33 will have some value, at worst it will be money at best a game changing Picto.

5.Restraint in Combat Encounters. In the JRPG space combat encounters can make exploring a real pain in the ass. Not here both in the dungeons and the overworld there's just enough encounters that they remain interesting and not get In the way of exploration.

6. Cool experimental combat. Parrying and QTEs kept the combat engaging throughout. I have issues with it and if this becomes the norm in a JRPGs it will become a problem. As a one off it's fine and gives Exp33 a unique identity.

7. The Openworld map. It was great and nostalgic to see an openworld map in modern graphics it might have come too late though.

8. The Gestal Village. Simply one of the best villages/towns I've experienced in a game it's a shame there was just one of them.

9. The Gestal beach tower. This was amazing I actually had my heart in my mouth as I got closer to the top.

10. Realistic Character's models in a Turn based game. Some fool at Square said you couldn't do this. He's been proven wrong hasn't he!??

11. Amazing Sound track. Not much to add other than it's brilliant.

I will list my quibbles in another post so this post doesn't become to wordy!
 
5.Restraint in Combat Encounters. In the JRPG space combat encounters can make exploring a real pain in the ass. Not here both in the dungeons and the overworld there's just enough encounters that they remain interesting and not get In the way of exploration.
Blows my mind how Japanese devs in general are still oblivious to basic stuff like this.
 
I finished this a couple weeks back on medium difficulty in 60 hours with 2 of the 3 superbosses down and I won't be bothering with the 3rd.

Overall it's a great game but it's not game of the generation material for me it won't even be my game of year. However it does some things brilliantly especially in the JRPG turn based space these are things that stood out to me.

1. Best in class voice acting. This games voice acting is up there with Rockstar and Naughty dogs best which in the JRPG space puts it a mile above everything else

2. Great story. Very good moving story with character's that had motivations that made sense. I did have to Google what the fuck was going on at one point though.

3. Great loot to find. None of this 0.0001% damage increase just on a Sunday bullshit. The Pictos in this game make a difference either fundamentally to the gameplay or by huge stat increases. One could argue they are too good as everyone seems to be breaking the game.

4. Zero Junk loot. I absolutely hate how some games especially openworlds fill there beautiful maps with endless junk loot almost certainly crafting materials. Horizon and FFVII rebirth are particularly bad offenders but even FromSoftware aren't immune to this disease. It's particularly offensive when the games UI ruins the aesthetic of the world by highlighting them. Everything you pick up in Exp33 will have some value, at worst it will be money at best a game changing Picto.

5.Restraint in Combat Encounters. In the JRPG space combat encounters can make exploring a real pain in the ass. Not here both in the dungeons and the overworld there's just enough encounters that they remain interesting and not get In the way of exploration.

6. Cool experimental combat. Parrying and QTEs kept the combat engaging throughout. I have issues with it and if this becomes the norm in a JRPGs it will become a problem. As a one off it's fine and gives Exp33 a unique identity.

7. The Openworld map. It was great and nostalgic to see an openworld map in modern graphics it might have come too late though.

8. The Gestal Village. Simply one of the best villages/towns I've experienced in a game it's a shame there was just one of them.

9. The Gestal beach tower. This was amazing I actually had my heart in my mouth as I got closer to the top.

10. Realistic Character's models in a Turn based game. Some fool at Square said you couldn't do this. He's been proven wrong hasn't he!??

11. Amazing Sound track. Not much to add other than it's brilliant.

I will list my quibbles in another post so this post doesn't become to wordy!
Now for quibbles about the game! I will say that I didn't think anything was outright bad in this game. It's just certain things could be a bit better or have been done better by other games.

I've not played many JRPGs I would personally rank FFVII, FFIX Dragon quest 11 and much to the laughter of some FFVII remake/rebirth above Exp33 as better games overall. Well if you want to find out why here we go.

The less good things about Expedition 33!

1. F/JRPG Elden Ring edition.

The classic PS1 Final Fantasy's have a great sense of adventure and pacing . A really good mix of Dungeons, Overworld, Villages with some mini games thrown in to spice them up. Basically you go on grand globe trotting adventure and meet a bunch of interesting characters along the way. In Act 1 you think your getting that and it threatens to be all timer. You seen realize your not getting that your getting something else. What your getting is a game with lots of exploration where all you find is dungeons super hard optional bosses... like Elden Ring.

2. Lack of Villages/ Towns.

There what 3 of them if we include the Prologue? Only the Gestal Village feels fleshed out. This made the world feel small and uninteresting compared to the other rpgs mentioned above.

3. Only Combat.

I'm one of the people that really enjoyed Rebirth mini games... at least about 95% of them. It made each town feel unique and gave you a fun breather from the combat. Exp33 only has the Gestal Beaches which are fun but very bare bones. It doesn't need to be Rebirth but I feel it could have added a bit more. Even just one mini game you keep playing throughout the whole story would have been enough.

4. Overly cluttered overworld and dungeons.

Navigating the dungeons and even the overworld can be a real pain in the ass. I'm not sure why but I remember watching a gameplay demo of Phantom Blade X and thinking that looks so much easier to Navigate than Exp33!

5. Overworld has come too late.

If this game had released in 2023 it would have made Square Enix look like a laughing stock. (In a lot of ways it still does) Squares attempts at replacing the Overworld since FFX have been laughable. However it's 2025 and Rebirth exists. Rebirth openworld has issues but it's insanely impressive that square managed to recreate a seamless 1 to 1 openworld of FF7. Exp33 Overworld is good but Rebirths openworld is better it's more impressive and immersive.

6. Too much exploration too early.

This game let's you explore a bit more, a bit earlier than the classic ps1 FF. I think the sense of adventure and momentum is lost in doing this.

7. Parrying was fun then became annoying.

I'm glad I played this on medium as it allowed a bit leeway with the parries and encouraged a bit of build variety in other areas. If i wanted a challenge even on medium the game was not lacking optional bosses that killed me one hit. Pulling off parries was always satisfying however what the game expects later is a bit ridiculous. Parrying 1 to 3 hit strings is fine, parrying 4 to 5 hit strings is less fine , parrying 6 to 8 hits strings from bosses that have millions of hp is not fine. Almost like the game expects players to make broken builds to avoid this....

8. Optional Boss fights were annoying then became trivial.

The dozens of super hard boss fights especially at Act 3 became rather tedious to the point I nearly dropped the game. The game at that point essentially became try and find the boss most balanced to your level or learn to parry motherfucker. Anyway I did find the right order in which to attempt these bosses and enjoyment peaked with Sprong or Sprog? After I got his picto let's just say the game became much easier which was Cathartic but I feel I missed a lot of interesting fights.

Closing thoughts and Budget

A lot has been made about this games budget and what they achieved with it. Personally I found it fairly obvious, a lot of what I moaned about can probably been explained by lack of manpower. It's still insanely impressive what they pulled off.

The Future

I most intrigued but what this studio does next. I believe this game will outsell every Final Fantasy game ever. This means the next game could have a budget like nothing seen before in this genre. What are they gonna do? Expand and go full AAA, stay the same size and become the next Silksong, Stay the same size and release a similar game of size and scope.
Whatever the choice I will be there. Well done Saber and Sandfall👍💪
 
7. Parrying was fun then became annoying.

I'm glad I played this on medium as it allowed a bit leeway with the parries and encouraged a bit of build variety in other areas. If i wanted a challenge even on medium the game was not lacking optional bosses that killed me one hit. Pulling off parries was always satisfying however what the game expects later is a bit ridiculous. Parrying 1 to 3 hit strings is fine, parrying 4 to 5 hit strings is less fine , parrying 6 to 8 hits strings from bosses that have millions of hp is not fine. Almost like the game expects players to make broken builds to avoid this....
I just beat Dualist (the guy in the battlefield) and I know he's a story boss but his 2nd phase where I had to parry like 6 times to get a counter? FUCK YOU.

The story and characters and VA will keep me going but I continue to dislike this immensely. I would rather just play Sekkiro again or Nioh for this.
 
I don't suck at parrying. I beat some of the optional bosses already.

I think y'all miss the point, I said I didn't want to do this stuff in a turn based RPG. I appreciate when the difficulty comes from strategy and tactics, even if the game can be annoying at times, like the reaper in Persona 3.
I don't care for it either so I turned attacks to auto mode so I didn't have to worry about that part at least. Didn't like parry/ dodge system but made it much more tolerable that I wasn't having to do it for attacks too.
 
Rebirth's (sort of) open world is 70 hours of Ubislop. Thank god Exp33 avoided that trap.
I agree but it's more the tech than how it's implemented in Rebirth that I think is important moving forward.

Seeing how Cosmo Canyon, Junon and the Gold Saucer seamlessly stream into main world was a true next gen moment for me.

I think we can have the best of both moving forward. Rebirth seamless open world with Exp33 design philosophy would be amazing.
 
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I just beat Dualist (the guy in the battlefield) and I know he's a story boss but his 2nd phase where I had to parry like 6 times to get a counter? FUCK YOU.

The story and characters and VA will keep me going but I continue to dislike this immensely. I would rather just play Sekkiro again or Nioh for this.
Yeah I agree. It's gets pretty mindless and honestly defeats the whole point of a turn based rpg where the whole idea is you will receive damage but have to figure out how to win despite this.

I think it's cool for one game but I think moving forward Sandall should include attacks that can't be avoided to encourage players to form JRPG strategies.

It will get old as fuck if other games start copying it.
 
Yeah they seem to be slowly adapting but not quick enough. Random battles are a thing of the past but still it's too much.

The dungeons in metaphor became pretty intolerable the more I played.
Its pretty basic pacing method.

If I constantly keep hearing the music at start of turn, it gets tiring.

Especially if devs want me to explore and find something specific.
 
Yeah they seem to be slowly adapting but not quick enough. Random battles are a thing of the past but still it's too much.

The dungeons in metaphor became pretty intolerable the more I played.
I couldnt finish Metaphor, is soooo boring and the characters are insufferable, not having the ability change archtypes on the fly or making loadouts makes the experience of farming horrible, i played until the 4th área and couldnt play anymore.
 
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I couldnt finish Metaphor, is soooo boring and the characters are insufferable, not having the ability change archtypes on the fly or making loadouts makes the experience of farming horrible, i played until the 4th área and couldnt play anymore.
I only finished the first dungeon but enjoyed what I played so far. Haven't touched it since launch.

I wonder if you could mod in change archetypes on the fly or do you mean in the middle of battle?
 
I couldnt finish Metaphor, is soooo boring and the characters are insufferable, not having the ability change archtypes on the fly or making loadouts makes the experience of farming horrible, i played until the 4th área and couldnt play anymore.
Well that makes 2 of us!

I stopped after 60 hours so I guess it did something right. The towns were cool but the core gameplay loop got very tiring.

It's was my first Atlus rpg I properly tried to play and I guess there not for me.
 
I only finished the first dungeon but enjoyed what I played so far. Haven't touched it since launch.

I wonder if you could mod in change archetypes on the fly or do you mean in the middle of battle?
Middle battle or at least loadouts, cause you ll be changing archtypes a lot and every time you have to enter menu to do It.

This is more of a problem when playing on hard, also there is a lot of "surprise" fights that dont let you prep before hand, so most of the time you ll lose the fight cause your party setup is weak to the enemies, its annoying as hell.
 
The bolded text in your spoiler highlights one of my points of contention:
The game downplays Verso's responsibility in a massive way.

Technically, Renoir gommages everyone in Lumiere...but it was completely facilitated by Verso's deception of Expedition 33 from moment one. It isn't some unfortunate accident, but a deliberate set of circumstances engineered by Verso, with the intention of disallowing Expedition 33 (and the citizens of Lumiere, including Maelle) any choice in the matter.

"It doesn't make any sense to preserve the canvas now, because everyone is dead" sort of suggests that this was due to some force of nature or uncontrollable event. But it wasn't. And it was also reversible. Notably in Maelle's ending it doesn't look like she brings back anyone from prior gommages...just resets back to 33 (Sciel's husband being the single exception...which might be selfish, but more for Sciel than Maelle).

On top of that, Verso continues to superficially support Maelle's aims throughout Act 3. He goes as far to help her write the new message, Papa Va Tien on the Monolith (at least in my game he did). He's not just denying the people of the canvas any voice in the decision, but by the end he is denying Alicia (a real person) and Renoir himself (also a real person) who in the final moments concedes to Alicia's requests.

But the game doesn't really sit with those details, because--at least according to my theory--when you think too hard about that stuff or sit with it too much, it makes Verso's position really difficult to swallow.

The irony--and my main issue with the endings--is that in order to kind of support Verso's conclusion, the narrative went too far...it actually doesn't feel like a 50/50 choice in the end. It feels very much like Verso is presented (perhaps inadvertently) as the clear "good" ending.
Verso's ending is the correct choice. Maelle would have spent all of her time failing to cope with her brother's death until Aline's eventual death. Verso's copy wanted to end everyone's suffering by destroying the canvas and forcing Alicia out. It may have been hard for her, but it was the only way she could move on.
 
Verso's ending is the correct choice. Maelle would have spent all of her time failing to cope with her brother's death until Aline's eventual death. Verso's copy wanted to end everyone's suffering by destroying the canvas and forcing Alicia out. It may have been hard for her, but it was the only way she could move on.
Hard disagree. Verso's ending requires you to just up and kill everyone in the canvas who are sentient beings. I get that Maelle's ending isn't exactly happy. But I have a hard time saying that Verso's is correct. They are both "bad" endings in the sense that they are tragic. Just in different ways.
 
W WoJ
Something to point out:

"Killing" and "sentience" are your personal interjections. What is the meaning of living and dying, when everyone can be resurrected and be killed again. These people are not dead nor alive. The painters "paint" and "unpaint" these people at their whim. They have no existence outside of their masters imagination.

The game strongly implies that the Verso ending is the "good" ending. The family finally be able to face reality together and heal.

Maelle's ending is basically the escapists ending. Don't face the real world and be stuck in your fantasy forever. Here you can be your own god. A truly terrifying state of affairs.
 
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Hard disagree. Verso's ending requires you to just up and kill everyone in the canvas who are sentient beings. I get that Maelle's ending isn't exactly happy. But I have a hard time saying that Verso's is correct. They are both "bad" endings in the sense that they are tragic. Just in different ways.
Tbf at that point the only ppl that still alive in the canvas are Lune, Sciel, Maelle, Renoir, Monoco, Esquie and maybe the gestrals, everyone else were already gomaged, so by the Maelle pov ending all those ppl are not the same ppl, they may ressemble the erased ones, but they are not the same.
 
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W WoJ
Something to point out:

"Killing" and "sentience" are your personal interjections. What is the meaning of living and dying, when everyone can be resurrected and be killed again. These people are not dead nor alive. The painters "paint" and "unpaint" these people at their whim. They have no existence outside of their masters imagination.

The game strongly implies that the Verso ending is the "good" ending. The family finally be able to face reality together and heal.

Maelle's ending is basically the escapists ending. Don't face the real world and be stuck in your fantasy forever. Here you can be your own god. A truly terrifying state of affairs.
While I did take a while before I made my choice due to really enjoying all the characters, my brain kept going back to the last piece of Verso's soul nodding when you asked him if he was tired of painting. I just couldn't get that out of my head and felt like it would be messed up to basically keep him like a slave painting for all eternity. I do kind of feel bad for people who chose the Maelle ending, though. The devs probably could have sugar coated that ending a bit more, lol. Shit turned out like a horror movie. You can't even really be sure she isn't just puppeteering everyone in that final scene. It might not just be Verso who she is controlling. Who the hell knows...

With the Verso ending, you could actually see a scenario where a more mature Alicia could create her own canvas. The family, having grieved and accepted the loss of Verso, could even help her in there (yes, even Clea) to create her own "Lumiere". Basically, they can have whatever they want in there...they just can't have Verso. It was time to move on and let him and his soul rest.

Of course, all of this is just head-canon. You could probably do the same for the Maelle ending so it doesn't seem as bad.
 
I almost didn't buy this game. It's not a genre that I can say that I've given much of a chance. Games with QTEs' are an automatic skip for me typically. I'm also not a fan of games where you can't hardly explore due to nonstop random encounters. Anyhow, I decided to step out of my comfort zone, and give this one a shot.
I'm so glad that I did, what a great game. I hope there are more games like this one in the future. Better yet, I hope they keep this franchise going, and going.
 
I just beat Dualist (the guy in the battlefield) and I know he's a story boss but his 2nd phase where I had to parry like 6 times to get a counter? FUCK YOU.

The story and characters and VA will keep me going but I continue to dislike this immensely. I would rather just play Sekkiro again or Nioh for this.
I beg to differ . Fully learning Dualliste's moveset and parrying almost everything felt like nirvana , game clicked with me at that moment .

The best thing about this game is it let you restart the fight instantly , so it's very easy to get the timing down eventually
 
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I tried this game last month and deleted it after an hour but I tried it again on Friday and all I can say is make sure you're in the correct state of mind when starting this.
Because if you are then it will click and you'll love it.
 

Clair Obscur Gets Amazon-Exclusive Steelbook Edition For PS5 And Xbox

Clair Obscur: Expedition 33's upcoming Mirror Edition has an exclusive steelbook case and three trading cards for $60.
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Article:
Clair Obscur: Expedition 33 - Mirror Edition $60 | Amazon Exclusive
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The Mirror Edition is only 10 bucks more than the standard edition--and 10 bucks less than GameStop's Lumiere Edition. And unlike the Lumiere, the Amazon-exclusive Mirror Edition is available for both PS5 and Xbox Series X.
Here's what you'll find inside the box:
  • Physical copy of base game Exclusive Steelbook with Verso and Alicia character art
  • Mirror Edition Tuckbox
  • 3 collectable trading cards
There are 10 trading cards in all, so you'd need to buy at least four Mirror Editions--and likely more--to get all of the cards. Seems excessive, but you could buy the Mirror Edition for your friends as gifts this holiday season. Before you wrap the presents, make sure to remove the cards from the boxes.

Preorder at Amazon
 
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