The Frenchest game ever made debuts with addictive combat and dreamy environments, but struggles to land its ambitious story.
A debut passion project with AAA quality, but is this truly game of the year material?
SPOILERS
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 being disoriented and forced to pay attention to make sense of things fits. 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 get behind. The premise is excellent and original, and the prologue was exceptional, but the tension quickly fades after Act 1, then taking on a slow meander through the central mystery and over indexing on long cutscenes with too much vague, cryptic and repetitive dialog. It begins to drag down the momentum and linger too much in its own self melancholy.
I recognize that grief and loss were core themes of the game, and that's handled earnestly and atmospherically very well, 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 we sat out on to begin with. Saying that, the scope and imagination around painters and their canvas', and how tragedy plays a role in their worlds, is very cool, and after digging more into the lore after finishing you can only be impressed with what this debut writer has come up with.
But that scope I think becomes the biggest weakness, especially in the final Act. The character motivations and messages that underpin the story become increasingly unsatisfying and confusing when scrutinized, and the choice given at the end I found 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 surprised at how much agency was robbed from the side characters like Sciel and Lune. Ultimately there was some nuance missing in the stories escapism conflict, with mixed messages on the how we feel about the characters and their fantasy versus reality dilemma.
I can find positives about the story though, notably that plump and aloof companion Esquire, whose empathy and comic humor was a welcomed relief amongst all the glumness. Monocco and the Gestrals also added a cool flavor to the story and 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, complex character. The screenplay and art-style of the cutscenes was also impressive. There was some occasional popping and awkward movements and lip syncing, but ultimately it was a polished, cinematic and immersive experience that felt like a AAA game.
The music is getting so high praise. Composer, Lorien Testard, was a guitar teacher and solo composer who had never scored a game prior. 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. What amazing versatility to compose across so many different genres and moods. It's dramatic, emotional, whimsical, energetic and adaptive to the game's moments. Just an unreal job he's done for a first major project.
To wrap this up, I'll give final props to the developers and the staggering amount of content they give in post game. 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
Expedition 33 elevates the turn-based combat genre, not only offering addictive, well balanced and fun combat, but setting against a backdrop of stunning environments, dramatic screenplay, emotional soundtracks and bespoke dark fantasy themes that are all executed with a level of craft to rival some of the biggest names in gaming. The strong narrative opening and a compelling central mystery pull you in immediately, but eventually finds itself faltering under its own ambition and melodrama when tying it all together in the last act. That unsatisfying conclusion may weaken its claim for Game of the Year, but it's not enough to detract from what remains an exceptional debut and fantastic, original RPG.
RATING BREAKDOWN
Gameplay
89
Visuals
90
Story
70
Music / Sound
88
BONUS
FINAL