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Late to the party: Clair Obscur: Expedition 33

31st March 2026 By Qazimod Leave a Comment

It’s easy to be sceptical when a particular piece of media is held up as the saviour of a dead genre – especially when that “death” is an exaggeration in itself. Despite covering a few turn-based RPGs on this website, I don’t think that I’m the most avid consumer of the genre; nevertheless, I still raised an eyebrow when Clair Obscur: Expedition 33 was a focal point in conversation that would make you believe that the genre hasn’t moved forward since Final Fantasy VII. As I’ll explain later on, there were a lot of things I enjoyed in Sandfall’s game – but I think that there have been enough critical success stories through the years to suggest that the genre is doing just fine. The world is subjective, and it’s genuinely hard to keep track of all of the quality RPGs being released when so many of them command tens of hours of your time – so I can forgive a certain degree of surface level ennui when people don’t look much further than trailers and blurb. Personally, I’m not here to make too many comparisons – I already try and keep other notable games on my radar and discuss them on their own terms – so I’d like to try and do the same for Expedition 33.

Expedition 33 – L’histoire

In a story that follows a group of expeditioners on a mission to slay an entity named The Paintress, Expedition 33 initially feels comfortingly familiar. The game is broadly structured as a series of objectives where you travel an open environment (following waypoints shown on a map) and enter dungeons that have various enemy encounters to overcome and loot to collect. Enroute, there will be light conversations between party members, and each dungeon will typically culminate in a boss battle, a cutscene, or both. What’s most striking is that so much of Expedition 33 is captivating and engaging – on the field, regular battle encounters demand your attention as you are tasked with studying attack patterns that can be dodged or parried with real-time button presses. Meanwhile, the main characters in your party are beautifully realised – they feel like regular people on an extraordinary mission, and not like actors in a dramatic storyline. When you set up camp you regularly have an opportunity to watch a heart-to-heart with the party members (not unlike “Drink Links” in Like A Dragon) – moments that often show an admirably human side to our heroes. Mechanically, these conversations are fairly shallow and it can feel like you’re going around the camp making sure that all interactions are exhausted – but they’re a fun inclusion nonetheless. Sometimes actions speak louder than words, however, as the characters truly shine once they begin a combat encounter. Expedition 33 has some of the most involving and demanding turn-based battles I’ve experienced in the genre for a while, and this approach to an RPG staple is something that could be very polarising: something that could make players shut the game off in frustration, or stay locked into the experience as they rise to each challenge.

“En garde”

The battle encounters generally combine turn-based decision making for your party’s actions, and real-time responses to enemy attack patterns. When it’s your turn, Expedition 33 feels a lot like other RPGs – you’re choosing to heal allies, provide buffs, or cast magic. (There is no mana or MP system in the game – instead, each special command costs Action Points, which can be replenished with each turn or by performing defensive actions.) However, as the enemy prepares their own action, you’ll notice that there are still commands that your party can use: a parry, a dodge, a jump. (The parry in particular grants a large counter-attack if you can parry everything in an attack string, but it often carries the most risk.) In a similar vein to Like A Dragon: Infinite Wealth (or various Mario RPGs), you can nullify enemy attacks by reacting with the appropriate button press at the right time. However, this regularly feels like an essential part of your toolkit rather than an excuse to show off – the vast majority of enemy attacks in the game can outright kill a party member from full health (unless you’ve put time into increasing party health, have set up defence buffs or are deliberately exploring a low-level area.)

Consequently, mastering the timing of these defensive actions ends up being the primary means of survival. You do end up obtaining certain skills that grant health to allies or revive them, but when you can be wiped out in a single combo then it can feel like you’re merely postponing the inevitable. There are two things that I took from this design philosophy. Firstly, the encounters are some of the most elaborate rhythm puzzles you’ve seen in a modern RPG. If you know the timings of the necessary jumps, parries and counters then you no longer have to worry about a particular puzzle. Secondly – players would have much less patience for this kind of system if not for the fact that, upon death, you can instantly restart the battle (rather than having to return to the title screen or reload a save.) The instant restart is nothing new – Metaphor uses it brilliantly when players are attempting its tougher encounters – but it’s an essential tool in Expedition 33. (Whilst writing my rough thoughts, I also played devil’s advocate and considered the alternative – if the battles weren’t as punishing as they end up being, I imagine that players would just eat the damage and be less inclined to engage with the defensive systems. So I can kind of see what they’re going for – but it’s a very particular mindset to demand from players.)

A still from a cutscene in Clair Obscur: Expedition 33

Supporting the combat of Expedition 33 is an admirable amount of customisation. Skill trees let characters open up new abilities to use in combat (although each character can only select a maximum of six), whilst Luminas activate bonus perks for characters during encounters – performing an extra attack in a combo string, for instance, or granting a chance for a status effect on enemies (such as Burn.) There are also more advanced effects that come to fruition through several turns – one of my favourite skills required a Burn status to be inflicted on an enemy so that a party member could enter a unique “stance” that opened up a damage bonus; another skill caused ice damage to enemies whilst automatically healing the party for a number of rounds. The generous freedom you have in customising your party takes a lot of the edge off the brutal battle encounters, as you will often walk away from a defeat wondering if there is a different setup that you could attempt for a given encounter. The aforementioned Action Points system plays into a lot of the skill properties, as some skills can grant AP back to party members, allowing them to re-use costly actions sooner rather than waiting for AP to build over multiple rounds. In addition to health, enemies and allies also have a “Break” gauge, and if this is filled then it will stall the subsequent action for one round. This becomes another essential part of the team strategy, as it offers a little more breathing room to build AP. Ultimately, the variety of builds available can inspire players to devise solutions that suit the occasion… but it’s an experience that you have to be prepared to throw yourself into. If this philosophy – the thought of going into encounters you aren’t familiar with, dying, and then building around the encounter – is something that interests you, there’s a lot to enjoy here.

Expedition 33 – Le monde

Outside of the story and combat, Expedition 33 has a great world to sink into. Environments have an abstract and painterly quality to them, and the music is captivating without being overpowering. The architecture is fairly static and you’re rarely doing anything more complex than finding objects to shoot or grapple points that zip you across the landscape, but it serves as a game-wide arena for the main attraction: the combat encounters. Exploring the world map can be somewhat quaint as it often feels like a series of waypoints with a handful of curios and roaming encounters, but I always found the destinations more enticing than the journeys. When so many encounters have party members being KO’d, a lot of the content of Expedition 33 comes from the battles, and it wasn’t uncommon for me to come away from a session with no progress in the story but more knowledge gained about attack patterns and parry timings. After watching the closing scenes and credits, my final save at the end of the game had just under 53 hours on the clock, and I feel like the merciless battles padded out a lot of that hour count. (The intended destinations of Act 3 in particular felt like a steep rise in difficulty across many areas, after what had otherwise been a gradual increase in challenge, and it gives the impression that the player should take advantage of the sizeable experience rewards you receive at that point.) However, they were compelling enough for me to continue to the game’s conclusion, and I would recommend Expedition 33 if you have enough patience and a desire for this kind of ruthless experience.

Key art for Clair Obscur: Expedition 33

Disclaimer: it was reported that Clair Obscur: Expedition 33 originally contained placeholder assets created with generative AI, and that these were subsequently patched out. Whether this is an excusable practice is something consumers have to decide for themselves. Qazi ended up buying a pre-owned copy of the game for the purposes of playing it and writing this article. (Although to be honest, there’s hardly anywhere left in his local area where he can buy games new…)

Filed Under: Games, Reviews Tagged With: Clair Obscur: Expedition 33, games, pc, PS5, sandfall interactive, xbox series

In pursuit of Infinite Wealth

8th February 2024 By Qazimod Leave a Comment

As a casual follower of the Like A Dragon series (formerly the Yakuza series until you look at the spine of the eighth game’s box), I was pleasantly surprised by Ichiban’s first outing in 2020. The move to a turn-based format was a perfect fit for a combat system that already encouraged a methodical rhythm of waiting, blocking and countering, and the supporting cast were generally a great bunch of virtual characters to hang out with. For the most part, the game was a fun twist on a formula that may have risked becoming overfamiliar, but I felt like it stumbled a bit in the later chapters. Whether you were meandering through a slower part of the narrative or hitting a wall with one of the notorious bosses found in the late game, such moments were blemishes on something that could have been a future classic with a little more balance and tweaking. And so when I’m deep into the last chapter of Infinite Wealth and considering the journey the game has taken, I’m torn – because I can’t decide if this is simply better than the previous game or if it’s rivalling some of my all-time JRPG favourites.

Fair fights

Like A Dragon: Infinite Wealth - in battle

The truth is, I’ve found it really hard to tear myself away from Infinite Wealth. It’s another adventure through dungeons of turn-based encounters set against the backdrop of a modern urban open world, and whilst the characterisation, story, job system, minigames and battle mechanics are as good as they were before, the previous game had conditioned me into thinking that the high wouldn’t last forever. Sooner or later I’d be cursing a forced encounter that’s far more challenging than whatever I was fighting five minutes ago, and I’d walk back to one of the grind spots so that I can make some cash for gear and maybe level up my party. However, I’m currently at the doorstep of the final boss and most of the mandatory challenges have felt surprisingly fair. It’s still not a game where you can waltz through every boss battle on the first attempt, but your party is well catered for with the material and upgrade system, a satisfying selection of character classes in the job system and a couple of “optional” underground dungeons that fill the gap between the encounter you just completed and the one causing you problems right now. There always seems to be something that you can do to develop your party in some way, and it’s offered as a path that you’ve always had the chance to revisit, rather than something you’re thrown into because completing it is the only way you’ll see anything past chapter 12 of the previous game.

Infinite Wealth – recommended

Even Persona isn’t immune to questionable pacing, whether it came from the notorious party wipes experienced when you first attempt the next mandatory boss in 3 or 4, or the extended bespoke mazes introduced in 5’s palaces. Infinite Wealth, however, is performing an admirable balancing act of being just challenging enough. I’ve had a few tough battles in a couple of earlier chapters – as well as this last chapter I’m trying to complete (note from future self; train up a dedicated healer role, and save your Extreme skills and Tag Team moves to blow through the latter “phase” as soon as possible) – but they’re only tough in the way that JRPGs have their challenging bosses; there hasn’t been a “chapter 12 of the previous game” moment in Infinite Wealth. For the moment, it’s just provided a solid challenge and has been responsible for a lot of late nights and lost sleep as I’m desperate to see the next battle, the next dungeon floor, or the next story sequence.

And outside of the business of story progress, it’s just a fun game to be absorbed in. When you’re not busying yourself with upgrades and job levels, the move to Hawaii works as a new change of scenery for the player and the foundation for much of the game’s levity. Returning hero Ichiban plays the role of the bemused outsider exceptionally well, and exploring the streets and venues is enhanced with what is essentially a summonable Segway (that moves you through the streets faster, but needs to be recharged at stations for a small fee) and even a dedicated “aloha” button to greet passers-by. Furthermore, regular enemy encounters in the open city environments are engaging without taking up too much of your time, and encounters with low-level groups can be ended in an instant with a squeeze of a shoulder trigger. The usual abundance of minigames and amusements provide a welcome break from the fighting, and loading between the transitions is fast and painless (unless you’re walking into a lengthy FMV). The usual taxis are in place to send you between notable locations, and the map is continually an invaluable resource (although I do find myself hopping between multiple stores to find the one that has a particular piece of gear,)

This had previously shared the company of Final Fantasy VII Rebirth as one of my most anticipated games of 2024, but Square Enix will have to deliver something exceptional in order to match this. If you have any interest in modern turn-based RPGs with impressive production, lots of optional distractions and customisation, and what seems to be a decent challenge for fans of the genre, consider this a confident recommendation.

Like A Dragon: Infinite Wealth - cinematic finish to battle

Like A Dragon: Infinite Wealth is available now for PS4, PS5, Xbox One, Xbox Series and PC. For more information, visit https://infinitewealth.sega.com/

Filed Under: Games, Reviews Tagged With: like a dragon, pc, PS4, PS5, Ryu Ga Gotoku Studio, Sega, xbox one, xbox series, Yakuza, yakuza: like a dragon

Elden Ring: Choose your own death

25th March 2022 By Qazimod Leave a Comment

“I could be doing something better with my time” – it’s a mantra I find myself recalling when playing certain games. They tend to be older games from the 80s and 90s, when everything was built around the free time and unlimited patience of a younger gamer. If you try to play something like Ghosts ‘n’ Goblins today you’ll die to things you weren’t mentally prepared for, and will have to take a more considered approach next time. The only problem is that these deaths happen all of the time… not that much of an issue if you have the aforementioned luxury of free time and patience, but when life commitments and other interests begin to intrude on your gaming time, you start to think that you’d be better off playing something else. Elden Ring changes this, however: in delivering such a densely-packed open world, you can simply choose to do something else in the game.

Elden Ring – map it yourself

Elden Ring

Other dark fantasy action RPGs by From Software have had intricate interconnected worlds before, but even those tended to leave you choosing between the critical path and a few supplementary diversions. In Elden Ring there are times when you feel like if you just point your character in a given direction and ride into the unknown, you’ll find an entirely new zone, or a new boss encounter, or an underground catacomb. In a more linear game, you might make a mental note of the mistakes you made on your way to – and during – the next compulsory boss blocking your progress. With Elden Ring, you’re not just learning from the critical path; you’re mapping out your deaths and discoveries. Sometimes quite literally – the incredible map in the game lets you add custom markers, and every time I die, I can add a skull icon right next to where I fell and dropped my runes. I don’t need to tell myself where my runes are (the game stamps its own unique symbol on the map for this) – the skull icon is my way of telling myself that I will die if I head into that area. After enough hours, more and more icons litter the map screen. More skull icons pointing out unfinished business I have with a boss, or diamond icons in areas where I can quickly make thousands of runes if I can survive in a particular area.

Elden Ring does present a critical path of sorts – many of the checkpoints offer a general direction for the player to go in if they want to make new discoveries. It’s a welcome inclusion that prevents players feeling totally lost; at the same time, you can choose to ignore them. The game is filled with loot and riches and chests that offer awesome gear and items, but some of the best things I’ve found in the gameworld have been the “map fragments” that reveal more detail in the player’s map – more new places to explore, with enough illustrated detail for a player to (hopefully) work out how to get there. After digging around I’ve found that I’m pretty much at the end of the core story (although there are still optional things to go back to) and my map is peppered with checkpoints, merchants, NPCs and more. I couldn’t possibly recall how I got around the map or the order of the bosses I defeated (although I imagine PSN’s trophy list would help) but this simply wouldn’t be possible in one of the earlier, more linear games.

Your new favourite fighting game

Elden Ring

When I played the Elden Ring beta last November I summarised my impressions with a hope that the open world could keep players busy if they’re not ready for the tougher battles. And so far, the full game is… well, it’s doing its best. There are still mandatory boss encounters that feel intimidating even when you think you can’t possibly be any more prepared, but you often have enough resources at your disposal to come up with potential solutions. The character I’m using has been levelled up in such a way that he has a high Strength stat, meaning that he performs well when given a slow but hard-hitting weapon. I’ve also pushed the Endurance stat up a lot so that he can carry a big shield and block plenty of attacks before there’s any risk of a “guard break” (each blocked attack costs stamina – which can be regenerated by lowering your shield – and at zero stamina the shield arm will fly back and the character will be vulnerable.) Consequently, when I’m in a battle I’m looking for opportunities where an enemy can’t do anything – when they’ve performed their own attack and have to return to a “neutral” position before their next action – and bringing out my slow attacks in these instances. This style of play brings to mind some of the fundamentals of the fighting game genre (Street Fighter, Tekken, Killer Instinct): in those games you’re always waiting for opportunities to capitalise on the bad decisions made by an opponent, and it’s no different in From Software’s action RPGs, except your opponent isn’t Ryu or Kazuya, but a horrific yeti creature several times your size, or an agile human enemy on horseback. Even so, the gameplan remains the same – be patient, wait for openings and strike back. And afterwards, your reward might simply be a chest item or a dropped weapon, but the real rewards are those scenes that show another new path opening up.

Elden Ring – a new standard

Earlier this month my Twitter feed would occasionally show a retweeted news item about Elden Ring that mentioned another broken sales record or a new milestone in units shifted and positive review scores, and that can only be a good thing. Elden Ring isn’t just setting the bar for any developer that chooses to put an open-world in their game: it’s throwing out over a decade of From Software’s own more restrictive game design and providing what is arguably a more accessible experience (compared to From’s other action RPGs, at least) through its open world. Yes, there are still roadblocks in the form of mandatory encounters, but you can go in a different direction and make progress in another way… eventually, that initial roadblock will be less intimidating. Developers have been trying to capture the success of From’s action RPGs for years – in the meantime, From have stepped into the crowded field of open-world gaming and set a new standard on their first try.

You can find out more about Elden Ring on Bandai Namco’s website.

Filed Under: Games Tagged With: elden ring, from sotware, pc, PS4, PS5, xbox one, xbox series

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