Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

View Stats:
Viper May 10 @ 1:27pm
Game could use a map
In Dungeon Areas. I find myself getting lost.
< >
Showing 1-14 of 14 comments
Intern Waffle (Banned) May 10 @ 1:30pm 
It doesn't need a map. You need better spatial awareness.

If you want to head to the end of the area, follow lit paths. If you want to explore, go to non-lit paths. Lit paths are always the way forward. Generally it's pretty easy to tell which path is critical and which arent. If you advance and find a flag you've gone down the critical path. If you want to explore turn back around and go the ways you didn't. Pretty simple stuff and it works for every single area in the game. Look at the game, and navigate the environment.
Originally posted by Intern Waffle:
It doesn't need a map. You need better spatial awareness.

If you want to head to the end of the area, follow lit paths. If you want to explore, go to non-lit paths. Lit paths are always the way forward. Generally it's pretty easy to tell which path is critical and which arent. If you advance and find a flag you've gone down the critical path. If you want to explore turn back around and go the ways you didn't. Pretty simple stuff and it works for every single area in the game. Look at the game, and navigate the environment.

He has a point. A map with a trail is needed in these kinds of games and Japanese game studios are well aware since like PS2 era.
Viper May 10 @ 1:42pm 
Originally posted by Intern Waffle:
It doesn't need a map. You need better spatial awareness.

If you want to head to the end of the area, follow lit paths. If you want to explore, go to non-lit paths. Lit paths are always the way forward. Generally it's pretty easy to tell which path is critical and which arent. If you advance and find a flag you've gone down the critical path. If you want to explore turn back around and go the ways you didn't. Pretty simple stuff and it works for every single area in the game. Look at the game, and navigate the environment.
Yea because QOL is not a nice addition to games ...right.
Originally posted by Intern Waffle:
It doesn't need a map. You need better spatial awareness.

If you want to head to the end of the area, follow lit paths. If you want to explore, go to non-lit paths. Lit paths are always the way forward. Generally it's pretty easy to tell which path is critical and which arent. If you advance and find a flag you've gone down the critical path. If you want to explore turn back around and go the ways you didn't. Pretty simple stuff and it works for every single area in the game. Look at the game, and navigate the environment.
I never see the lit paths people keep talking about.
Some areas I do, others all look the same to me.
Originally posted by Viper:
In Dungeon Areas. I find myself getting lost.
It really does.
Would be nice if we could find drawn maps from other expeditioners to hell us navigate.
Intern Waffle (Banned) May 10 @ 5:44pm 
This is not a QOL issue. The maps are not large or complex enough to require a minimap. You simply need to navigate them with your brain.
This game was actually made by some of former Ubisoft devs, and they know better than anyone else that this modern gaming trend of "checking off the map icons" has to go, else people just stare at the mini-map in the corner for the whole game and ignore the rest of the screen.
Roids May 10 @ 5:46pm 
For me its more like a running simulator, im 80% of the time lost and i go crazy.
I just loop the area 15 times so I dont miss anything.

at the end of the day an OPTIONAL mini map would be nice.

literally could be toggled on or off if you dont want it.

why argue when people just want to ensure they dont miss anything without having to backtrack an area 30 times?
Originally posted by ShockedHearts:
I just loop the area 15 times so I dont miss anything.

at the end of the day an OPTIONAL mini map would be nice.

literally could be toggled on or off if you dont want it.

why argue when people just want to ensure they dont miss anything without having to backtrack an area 30 times?
A mini-map can't really be made optional. If there is one, people will just turn it on and follow it exactly like Google Maps. The devs didn't want this kind of experience, they wanted you to experience the game's world in a much more natural way.

The only confusing area is Ancient Sanctuary and that's by design, you're meant to be lost because the gestrals don't want you finding their hidden village. The rest are all straightforward.
Yeah be my only real complaint especially on specific areas that I want to return to later but will likely forget. Keeping track of some of that stuff in some way would have been really nice. Hard to remember where you went or haven't cleared without maps. Since once enter into a zone. It labels it on the map, sometimes have to leave before finishing the area but hard to remember it later. When it's already labeled on the map so assumed already cleared it. Been trying to avoid entering some places till good and ready. Since I really want to finish what is in that area before forgetting about it.
Viper May 10 @ 6:03pm 
Originally posted by toughnails:
This game was actually made by some of former Ubisoft devs, and they know better than anyone else that this modern gaming trend of "checking off the map icons" has to go, else people just stare at the mini-map in the corner for the whole game and ignore the rest of the screen.
not what is being asked for
Intern Waffle (Banned) May 10 @ 6:03pm 
If you're truly desperate for navigation follow one wall- left or right. You cannot miss anything if you do this. The areas are not complex enough for that to be the case. Also just be okay with missing some things.
Haruspex May 10 @ 6:10pm 
I think the dungeons are fine.
The world map is something else though. I'm begging for a way to add some markers because no way I'm gonna remember what piece of rock I didn't break days ago or a boss I couldn't finish,etc. Areas that I should be coming back to.
< >
Showing 1-14 of 14 comments
Per page: 1530 50