RGR

RGR

Published Aug 2025

Published Aug 2025

Published Aug 2025

Published Aug 2025

CLAIR OBSCUR:

EXPEDITION 33

CLAIR OBSCUR:

EXPEDITION 33

CLAIR OBSCUR:

EXPEDITION 33

CLAIR OBSCUR:

EXPEDITION 33

CLAIR OBSCUR:

EXPEDITION 33

CLAIR OBSCUR:

EXPEDITION 33

82

82

82

82

82

82

The Frenchest game ever made debuts with addictive combat and dreamy environments, but struggles to land its ambitious story.

From:

Alinea Games

Sandfall Interactive

Sandfall Interactive

Sandfall Interactive

Year:

2018

2025

2025

2025

Genre:

Strategy, Text Based

RPG

RPG

RPG

Played:

Watched:

Watched:

Watched:

200+ hr

1x

1x

1x

Creator:

Sandfall Interactive

Year:

2025

Genre:

RPG

Played:

38 hr

Published Feb 2025

Published Aug 2025

Published Aug 2025

Published Aug 2025

Published Aug 2025

A debut passion project with AAA quality, but is this truly game of the year material?

SPOILERS

Clair Obscur: Expedition 33, the role-playing video game from French studio Sandfall Interactive, initially began with a handful of developers embarking on a self-funded passion project. They'd go on to develop and pitch their prototype, successfully securing the investment needed to realize the full potential of their game, and in doing so, deliver one of the biggest success stories of 2025. I love this type of personal development story and the freedom that it affords creators to implement their vision in their own way, without boundaries and expectations. You feel that self-driven quality throughout this game, and that story sits in the mind when you ask yourself what allowed this game to stand out in the way it has.


This is only my second time playing a reactive turn-based RPG. Sea of Stars (2023) was my first dip into the genre, but it didn't land with me at all. The mechanics appealed to me in principle, and the art style was amazing, but I found that particular game to be tedious, lacking nuance, and too easy to master. Fast forward 12 months and the buzz around Expedition 33 was in full force, so I was keen to see if this time the hype was warranted. I purchased, cranked the difficulty to max, and went in feeling optimistic that this time I would find the challenge and strategic complexity I was looking for.


I do typically go into games wanting to have an experience that requires me to give it my all, whether that's through immense concentration, perfecting skills, or applying my self-proclaimed genius to difficult challenges. There's just a great satisfaction in working hard for something and coming through successfully on the other end. Expedition 33 at expert difficulty had much of this, and the combat exceeded my expectations. It was fun, almost rhythmic-like gameplay, providing this perfect balance of pushing me to my limits, but rarely beyond a time frame where it might become frustrating. I memorized move sets, locked in my concentration with parries, and at times had to think carefully about my next move. When failing constantly at boss fights, my inner monologue would kick in: "You can do this," and after a determined run i'd find victory and be buzzing.

Playing this game with a controller is an absolute must. It just comes alive in your hands during combat, it's like you're wielding you own personal weapon. The UI and system enable this effortless cycling between dodges, jumps, parries, and moves in a simple and intuitive way, seeing you rapidly execute attacks to produce fluid combat and many explosive moments. You feel like a complete badass when you finally pull off a full set of parries against some wild attack pattern from a huge hitter, responding with your counter with all the fantastic sound and visual details that are ingrained into the animations. It's a delightful watch, even if you've dropped the same attack 100 times before. Combine this with the expanding system of characters, Pictos, and unlocks, and you have a well-polished combat system that changes and engages throughout the entire 30+ hour playthrough.

Rewarding as the feats of concentration and memory were, the tactical dimension to combat I though was lacking. I didn't have to think too deeply about how different characters and moves would sequence or interact, and I rarely needed to change weapons or adapt to accommodate player or enemy weaknesses. There was one instance where I found selecting specific Pictos was required against a stubborn Petank, but beyond this, little forward thinking was needed. Ultimately, it's the mastering of the parry which does 85% of the work, and a less creative system as has been claimed. I would like to see the need to integrate buffs, weapons, and move sets more meaningfully—especially at the hardest difficulty, where I would expect optimizing the system would be mandatory when facing tougher opponents.

Clair Obscur: Expedition 33, the role-playing video game from French studio Sandfall Interactive, initially began as handful of developers embarking on a self-funded passion project. Eventually they'd go on to pitch their prototype and successfully secure investment needed to realize the full potential of their game and in doing so delivering one of the biggest success stories of 2025. I love this type of development story and the freedom that it affords creators to implement their own vision, without boundaries and expectations. You feel self-guided quality when playing, understanding it's a large part of what's allowed this game to standout in the way it has.

This is only my second time playing a reactive turn-based RPG. Sea of Stars (2023) was my first dip into the genre, but It didn't land with me at all. The mechanics appealed to me in principle, and the art-style was amazing, but I found that particular game to be tedious, lacking nuance and too easy to master. Fast forward 12 months and the buzz around Expedition 33 was in full force, so I was keen to see if this time the hype was warranted. I purchased, cranked the difficulty to max, and went in feeling optimistic that this time I would find the challenge and strategic complexity I was looking for.


I do typically go into games wanting to have an experience that has me giving it my all, whether that's through immense concentration, perfecting skills or applying self-proclaimed genius to difficult challenges. There's just a great satisfaction in working hard for something and coming through successfully the other end. Expedition 33 at Expert difficulty had much of this, and the combat exceeded my expectations. It was fun, almost rhythmic like gameplay, providing this perfect balance of pushing me to my limits, but rarely beyond a time frame where it became frustrating. I learned enemy move-sets, locked in my concentration with parries and at times had to think carefully about my next move. When failing constantly at boss fights my inner monologue would kick in; "You can do this" and after determination and victory I'd be buzzing.

Playing this game with a controller is an absolute must. It comes alive in your hands during combat, you really feel like your wielding a weapon of you own. The UI and system allows effortless cycling between dodges, jumps, parries and moves in a simple and intuitive way, having you rapidly execute attacks to produce some fluid combat and explosive moments. You feel like a complete badass when you finally pull off a complete set of parries against some wild attack from a huge hitter, serving up the counter with all the fantastic sound and visual details engrained into the animations that are delightful to watch, even if you've dropped the attack 100 times before. Combine this with the expanding system of characters, pictos and unlocks, and you have a well polished combat system that engages through the entire 30+ hours of gameplay.

Rewarding as the feats of impressive concentration and memory were, the tactical dimension I found lacking. I didn't have to think too deeply about how different characters and moves would sequence or interact, and I rarely needed to change weapons or adapt to accommodate player or enemy weaknesses. There was one instance where I found selecting specific Pictos was required against a stubborn Petank, but beyond this, little forward thinking was needed. Ultimately it's the mastering of the parry which does 85% of the work, so I feel there's a missed opportunity to force the player to integrate the buffs, weapons and move sets more meaningfully, especially at the hardest difficulty where I would expect optimizing the system would be mandatory when facing tougher opponents.


Moving on from combat, it's arguably the story and the beautiful world that it's set in that are looking to make the biggest statement. It is indeed an amazing conceptual and technical world to explore, and the designers achieved the exact intended vibe, that you're walking inside a painting from someone else's dream. There's this hazy, defocused atmosphere that fazes out the horizons and peripherals, and colors are applied in gorgeous, surreal combinations. The mix of Belle Époque aesthetic, whimsical creature designs, and dark fantasy enemies works. It's cohesively tied together and supports the story and mood, and I appreciate how original it is, even if some familiar themes appear here and there.


The continent in general is a joy to take in. So many bespoke environments! I was frequently at cliff edges, pausing and panning around to absorb it all. The variety and scale continues to expand as you progress at just the right amount, and from an exploration standpoint, I thought what was achieved within the boundaries of its linear map design was solid. I've seen criticism about the lack of a mini-map and the difficulties around navigating, but I personally enjoyed the moments of confusion and that necessity to be considered in order to find the right path and discover all the tucked-away items. You're in an abstract and surreal world, so to me it makes sense to be somewhat disoriented and forced to pay attention to make sense of things. Without this, the linear map would be too straightforward, and I believe much of that sense of exploration would be gone.


The story, unfortunately, is the one thing I couldn't resonate with, which is a shame given how much love and focus it's given. The premise is excellent and original, and the prologue exceptional, but the tension quickly faded after Act 1. It then begins it's slow meander through the central mystery, becoming less cohesive and more belabored as it goes, featuring many overly long cutscenes with vague, cryptic and repetitive dialogue that drags down the overal momentum. I get that the theme of grief is at the core of the narrative, and it is handled earnestly, but after 30 hours it became more tedious than tragic, and by Act 3 the story is skewed towards a somewhat convoluted and melodramatic family drama that sidelines the broader implications of Lumière and the expedition.


This final act is the weakest part of the game. The character motivations and messages that underpin the story become increasingly unsatisfying and confusing when scrutinized and the choice given at the end strange. I was to 'murder' everyone I had come to know in the canvas (and spent the entire game setting out to save), or alternatively, allow Maelle to live in this fantasy world that would eventually turn her insane. This latter option would be at the cost of her Brother's soul, which begs for release, and a father who is understandably agonizing at the thought of losing another family member, but who we cant sympathize with, as we've been shown no redeeming qualities. Not an amazing final set of choices, and it was suprising how much agency is robbed from the side characters like Sciel and Lune. Ultimately the nuance is missing in the stories escapism conflict, and there are mixed messages on the how we should view the characters and their fantasy versus reality dilemma.


I can find positives about the story though, with that plump and aloof companion being one of them. Esquire's empathy and comic humor was a welcomed relief amongst all the glumness, and Monocco and the Gestrals added a cool flavor to the story. I was also very happy to hear the voice actor I had come to know and love through Baldur's Gate's Shadowheart take the lead role. She was excellent, a level above the rest, and helped develop Maelle into a great character. The screenplay and art-style of the cutscenes was also impressive. There was some popping and awkward expressions here and there, but ultimately it was a polished, cinematic, and immersive experience that felt like a AAA game.


I also have high praise for the music. The composer, Lorien Testard, was a guitar teacher and solo composer who had never scored a game prior to Expedition 33. The team found him on SoundCloud, and he went on to create 154 tracks for the project, absolutely nailing the emotional tone and the incorporation of French influences. Amazing versatility to compose across so many different genres and moods. It's dramatic, emotional, whimsical, energetic and adaptive to the game's needs. What an unreal job he's done there for a first major project.

To wrap this up, I'll give final props to the developers and the staggering amount of content they've given us. After completing the main story I ran many side dungeons and bosses, and continued to be frustrated by enemies, even at high levels. I was getting into some 20-minute fights at times. I loved exploring the map while flying, looking for more locations, and appreciated the effort to mix things up with non-combat-related content. OK, it was a little hard to sequence end-game areas to manage your power level, but overall It felt like just the right amount of game for the casual or the completionist, with no corners cut or sense of things being rushed.

VERDICT

Sandfall has created an original and immersive world, full of stunning environments and concept designs, dramatic screenplay moments, emotional soundscapes, and bespoke dark fantasy themes—sprinkled delightfully with French quirkiness. All of this is executed with a level of craft that rivals the biggest studios in gaming, providing the backdrop for some of the most fun and addictive combat I’ve played in years.

Despite a strong narrative opening and a compelling central mystery, the writing struggles with pacing and its messaging around escapism and grief, eventually faltering under the weight of its own melodrama and ambitious scale in the final act. This unsatisfying conclusion may weaken its claim for Game of the Year, but it's not enough to detract from what remains an impressive debut and a highly enjoyable experience.

RATING BREAKDOWN

Gameplay

89

Visuals

91

Story

63

Music / Sound

88

BONUS

concept design

concept design

FINAL

82

82

82

82

82

82

Thanks for reading

Thanks for reading

Thanks for reading

Thanks for reading

Thanks for reading

Thanks for reading

Thanks for reading

Thanks for reading

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CONTACT

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CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com

CONTACT

contact@ratersgonnarate.com