Clair obscur: Expedition 33 lets her fall into his melancholic world with a refreshing lack of context. While the game is undeniably a fantasy RPG (with some time from science fiction), it does not begin blessed with the scroll text in which its universe is explained. It may be confusing at first, but the compromise is a fantastic opening lessons that build up the missions quickly, fight them immediately and immediately set up a convincing puzzle. In a genre that is known for slow starts, Clair Dark rises with conviction and style directly over this cliché, and this trust remains during the entire adventure. I really wanted to see the conclusion of the expedition, but I didn't want it to end.
https://www.youtube.com/watch?v=-qgozdrynw
In the world of Clair obscur, people in Lumière live under the oppressive thumb of the painwoman – a mysterious, gigantic creature that can be seen in the distance that draws a number on a mountain column. This number determines how many years of people can live and to undo this, expeditions are sent to the mountain to find out why this happens and how to stop them. Although it has been broadcasting for years, little, if at all, has made tangible progress. As the subtitle already says, the game expedition 33 follows in your attempt.
The setup is convincing and the execution is excellent. Following the team in their alleged suicide mission is often scary, often bizarre, heartbreaking, funny if you expect it the least, abstractly and ultimately worth it. The line -up is small and focused, and it is time to ensure that you understand the motivation of everyone, the expedition, to understand without spending too much time for foreign background history. Your life is too short. Why spend too much time to think about the past when it is so important to save the future of it at home?
The overall pace is also excellent with plenty of space to pursue distractions. However, if you only want to stay on the main path, this is a practical option and moves floating. It still makes comparable round -based RPGs sluggish than normally.
Even if the story and its line -up do not attract them (which I think is unlikely), the fight is an explosion; I ran to any fight to see all new enemies and learn their unique patterns. In the way the pace thinks about the sluggish combat speed of comparable RPGs, I wonder in a similar way why I didn't have so much fun with other round -based games. I was frustrated by the mechanics, which refers to a narrative middle of the game, but the impact on history makes it worth dealing with a little trouble.
Surprisingly, Nintendos Mario RPGs is the closest comparison. It is important to understand weaknesses and make good decisions. However, if you avoid and avoid properly, you feel like a god against all the god -like bosses that you are concerned. The counterattack, although challenging, is particularly worthwhile because explosive animations and sound design reward your perfect timing with huge figures. Defeating powerful enemies offers the thrill to use their skills with intelligence and finally defeat this challenging song in a rhythm game. However, I was never very comfortable how different the characters in their party game. Holding the different mechanics of everyone in my head was a little confusing, but it undeniably helps the variety, so I can't complain much.
The narrative and the struggle are highlights, but Clair Obscur is also successful in his art movement. An early place that feels under water sets a high standard for what you can expect if you simply look around the world. Although the later environments never reached as high as this early bar, I was always excited to see what came next. I was often lost early and went around in circles when I tried to make progress. Further cards for other locations would have been helpful. Clair's dark piano music and urgent vocals also help to determine a very specific, sad tone that just feels right when you consider what the characters and the players go through. But then several combat issues bring the energy back up at exactly the right moment.
What I admire about Clair Obscur: Expedition 33 is how firm it is a familiar, when it is currently rare genre (big budget, artistically expressive, round -based RPGS), but this does without falling into its traps. The adventure is not predominantly and they no longer spend time than necessary fights. The world, art and narrative are unique, but it makes me nostalgic for a game that I remember from the past. It is as if developer Sandfall had managed to create a classic RPG with only the good parts. I am sad in a way of having completed the trip, but the adventure to follow the painwoman will stay with me for some time.