If
you love video games like I do, then there’s one game I’d say you
must play this year – Clair Obscur: Expedition 33. Because Expedition 33 is a masterpiece. Regardless of how you may
feel about turn-based RPGs – and as I’ve said many times on this
blog, I’m not typically a fan – Expedition 33 is simply too
fantastic not to play.
From
gameplay, to visuals, to animations, to audio, to soundtrack, to
performances & VA. To plot, pacing & dialogue, to side
content, to boss fights, to . . . well, everything – Expedition 33
smashes it all out of the park. If you love this medium, then
Expedition 33 represents everything that’s great about it.
I
must admit, I had my doubts. I’m always wary when I see a game
receive such universal acclaim. But it’s true . . . all of it.
Expedition 33 deserves every accolade and inevitable GOTY award it’s
going to get. I feel like I should just end my review here and say:
Go play it! Because what more can I say about Expedition 33 that
hasn’t already been said? What praise can I lavish upon it that
hasn’t already been . . . well, lavished?
I
guess I could nitpick it a little because as fantastic as it is, it’s
not entirely perfect. I do think the ending of Act 2 is a little
muddled in terms of story presentation and a little exposition heavy.
And I do wish the game had custom map markers – it’s a nightmare
keeping track of where I’ve been, where I need to go, or where I
want to return to in the future.
It
would also be nice if each location or tracked quest had a
recommended level range visible to the player. This would be
incredibly useful during Act 3 because as great as the final boss
fight was, I was also (unknowingly) over levelled, making it far too
easy.
A
recommended level range would also be helpful for tackling the
post-game content. You get access to all areas of the map in Act 3,
many of which are (sometimes misleadingly) marked as ‘DANGER!’
but that’s not very informative, so you’ll likely find yourself
flying back and forth between locations, trying to figure out which
one you’re supposed to tackle next.
I
also think the UI for equipping Pictos and Lumina is a bit of a mess,
especially when you want to equip the same set of Lumina to multiple
characters. And . . . oh wait, that’s actually all my nitpicks!
Expedition
33 may be a love letter to classic turn-based RPGs, but it’s also a
game that puts its own unique, stylish and modern spin on a classic
formula. The turn-based combat is great. It’s familiar in the sense
that it utilises tried and tested mechanics – elemental weaknesses,
player/enemy buffs and debuffs – combined with a classic RPG stat
system. But it also introduces ‘active’ elements in the form of
quick-time attacks, jumps, dodges and parries.
This
isn’t a turn-based combat system where you simply sit back and
watch – you need to be actively engaged and ready to respond.
Dodging an enemy attack means avoiding damage, and parrying every
strike of an enemy combo means being able to hit back with your own
counter-attack. It’s a simple and effective risk vs. reward system
– dodging may be easier than parrying, but parrying means not only
avoiding damage, but inflicting heavy damage in return.
What’s
really impressive about Expedition 33 in terms of combat, however, is
how every one of your party members has a unique style of play. They
each have entirely unique skill trees and weapon types, and each of
them can be specialised in different ways – to act as damage
dealers, to exploit enemy weaknesses, or to support others. There’s
no right or wrong way to play. You build your team and your
characters in the way that you enjoy to play – and yes, you can
re-spec and experiment with different builds quite easily.
But
it’s not just the depth, variety or creative potential of the
combat that makes it so great. Expedition 33 also pushes the
presentation of its combat to an entirely new level with fantastic
visuals, animations and music – and a very snappy UI.
It’s
a very flexible system that – particularly in the post-game – can
see you put together some truly ridiculous builds in terms of damage
output. And you’ll probably need to if you’re going to tackle
some of the incredibly tricky post-game bosses. Expedition 33 paces
your character progression perfectly, just as it perfectly paces your
journey through this world.
By
deliberately restricting you from certain areas and pushing you onto
a more linear path, it helps maintain the momentum the core story
needs and deserves – and that’s a pacing mistake so many other
RPGs make which Expedition 33 thankfully avoids. It never rushes you,
it just gently prods you in the right direction, keeping you on track
and reassuring you that you’ll get your chance to cut loose and
explore later.
And
there’s a lot to explore here. I finished up the main story with 50
hours clocked, but it took me another 20 to (mostly – I know I
missed a few things) clean up the remaining post-game content. But
the game never gets stale. Every location is just long enough – not
so short that you’re disappointed, but not so long that you get
tired of fighting the same enemy types. Because every location is
unique with its own visual style, soundtrack and enemies. You’re
always seeing, hearing or fighting something new in Expedition 33.
The
world is fantastic to explore. There’s an . . . absurdity to it
that I really wasn’t expecting but trust me, it makes complete
sense by the end. For a game with such a sombre opening and
depressing plot, you might not think there’d be much in the way of
levity, but you’d be wrong. There are plenty of moments of fun to
be found, as you and your party explore this strange and wonderful
world.
Okay,
so let’s talk story – or at least as much as I can without
spoiling anything. Expedition 33 features one of the best stories
you’ll experience in a video game – hell, in any medium as far as
I’m concerned. But I’d also say it’s a story that’s elevated
by being experienced in this medium because it can do something via
the medium of video games that it otherwise could not – give the
player a choice on how they want things to end.
The
characters are superbly written, performed and acted. Strong
characters can make even a weak story feel good. In the case of
Expedition 33, strong characters make a strong story even more
fantastic. There are so many details, nods, clues and pieces of
information you’ll scrape together as you go – and you may figure
some things out, but certainly not all of it.
Expedition
33 will keep you guessing, keep you engaged. You’ll quickly come to
love and care about these characters. The ending – or rather
endings – are brilliant. At its heart, Expedition 33 is a game
about loss. About grief. About choosing to move on (or not). If
you’ve not lost someone close to you it might not hit you in the
same way, but it will hit you all the same.
And
if you have, then . . . I lost someone very close to me earlier this
year so it hit me hard. And in a way, playing Expedition 33 kind of
helped me accept certain things I’d been resisting. It helped me .
. . move a little closer to moving on, I guess you could say.
I
won’t say any more about the story. It’s best experienced for
yourself. But even if you’re someone who doesn’t care about a
story or characters, then Expedition 33 still offers a fantastic
experience in every other department. It’s great fun to play, to
explore, to put together new builds and it will always find new ways
to challenge, surprise or delight you.
Oh,
and I can’t not mention the absolutely phenomenal soundtrack. The
music – like the performances and the game as a whole – deserves
recognition and awards. Expedition 33 is truly something special. Go
play it. Now.
10/10