Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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9/10 but some flaws keep it from being goty in my book
Mobs are too weird
It's interesting at first but the whole game is like this. Weird polygonal abstract jumbles. Only interesting dude you fight is R**oir and he also uses weird polygonal jumbles. Honestly, I think it's because they didn't have the resources to design real, memorable things to fight.

Pacing is meh for the last part of the act2
Waaaaaaaaaay too long and tedious final zone.

Endgame is meh
Scaling is out of control, you go from 4 digit to 10+ digit dragonball explosions in less than 60 minutes and yeah, you just fight more polygonal abstract messes. UI for endgame tower is horrendous, it looks like they just slapped this on to throw arpg lovers a bone... it's not well thought out. They used Elden Ring stat-scaling they should use Elden ring mob scaling too.

Over-the-top music
Again, endearing at the beginning but it needs some restraint because it needs contrast as a whole.

Over-the-top lighting
Mostly a problem near the end of story, overuse of blooming volumetric lightning... it needs contrast, not everything needs to be at 100% emotional volume all the time.
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Showing 1-8 of 8 comments
C1REX Apr 29 @ 12:55pm 
Originally posted by eeeechuta:
That's not how it works. Listing things to improve is not how games win or not GOTY rewards.

Simply tell what is the The Best Game this Year in your opinion.
Vacenti Apr 29 @ 1:13pm 
I mean those monsters were painted, so it kinda makes sense why they are extravagant and weird? They are creations made by creations. They aren't human or supposed to look normal. It literally fits the thematic setting.

Post-game scaling is dog water ngl. They should have capped DMG at 999,999 or 99,999. I 1 shot every optional hard boss.
Last edited by Vacenti; Apr 29 @ 1:35pm
Secanho Apr 29 @ 1:30pm 
Right now I dont think it has a real contender...let's wait for Ghost Of Yotei and GTA 6 (and Fable?)

It's a 9/8,5 for me because I think the exploration is kinda meh. The jumping is bad. And to top that they added those amazing beach minigames. And the devs were a little too safe/vanilla IMO to avoid being attacked by the GamersTM

But the story is great. Their universe is cool. If they dont troll, they will have a nice franchise in their hands. I wish we had more organic creatures but it's good too.

it's still a (j)RPG so u must have those over the top numbers, music and visual effects. at the end of the day, you are still battling god
The mobs are weird because they are doodles lol. You learn this in the endless tower. She specifically says "You will fight a trial of my doodles, nevrons as they seem to call them." Which is why they are a mishmash or random things.
So far my biggest complaint would be all the areas that appear accessible by jumping that aren't. Very confusing when can climb and jump. Yet there are alot of areas that appear you could climb and jump too but can't.
My gripes with the game are:

- difficulty tuning is not good. On Normal you soon destroy mobs with ease, main bosses are somewhat easy balanced (meaning: missing a lot of the doges/parries has them still winnable on first try), optional bosses are when you first run into them 15min+ perfect-parry challenges with 0 fault tolerance - very big contrast.
If you switch to hard the mobs become a welcome challenge, the rest is just 100+ perfect-parry 0-fault tolerance BS; later in the game the animations of some attacks on purpose obfuscate the telegraphs to make it extra FU.
If you save the optional bosses up until post-endgame you will one-shot many of them - so WTF do you even have them balanced like this in the game? Too hard at first, later just a joke.
This could be easily fixed by having the option to adjunct the difficulty of the turn-based and real-time elements separately; currently you can do this only by mod - hard combat with story-mode parry time windows feels so much better to old me.
And maybe some limited level scaling to prevent post-game from becoming a pointless easy joke.

- beach challenges/minigames are pure torture with the clunky controls and no midway checkpoints

- LOD is way to short and has constant pop-in. Again, this can be fixed by mods with very little impact on the performance.
I agree no real contender so far, I just feel they pushed the bar so high at the beginning but it kind of dropped off as I got through the game. I wanted to be engrossed all the way but I found myself once again watching yt vids / streams while playing.
Chilly Apr 29 @ 2:19pm 
Originally posted by eeeechuta:
Scaling is out of control, you go from 4 digit to 10+ digit dragonball explosions in less than 60 minutes
The scaling is perfect imo, i just wish they would've given us the ability to break the damage limit sooner so that i wouldn't have to change all my characters to using multi-hit skills
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Date Posted: Apr 29 @ 12:44pm
Posts: 8