Baroque breakout hit Clair Obscur: Expedition 33 is unlike any game you’ve played before

TruthLens AI Suggested Headline:

"Clair Obscur: Expedition 33 Achieves Success as a Unique Role-Playing Game"

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AI Analysis Average Score: 7.0
These scores (0-10 scale) are generated by Truthlens AI's analysis, assessing the article's objectivity, accuracy, and transparency. Higher scores indicate better alignment with journalistic standards. Hover over chart points for metric details.

TruthLens AI Summary

Clair Obscur: Expedition 33, developed by the French studio Sandfall Interactive, has emerged as a notable success in the gaming industry, selling over two million copies despite being created by a relatively small team of about 30 people. However, the narrative surrounding its development oversimplifies the collaborative effort involved, as the credits list contributions from various external teams, including animation, quality assurance, and localization specialists. The game draws inspiration from the grandeur of classic RPGs, particularly the Final Fantasy series, while presenting an experience that is uniquely French in its aesthetic and storytelling. Players are immersed in a belle époque-inspired world where a sinister entity known as the Paintress decrees the fate of individuals based on their age, leading to a haunting cycle of loss and despair. The protagonist's expedition to confront the Paintress is filled with beautifully rendered environments that evoke a sense of both wonder and danger, setting the stage for a rich narrative experience.

The gameplay mechanics of Clair Obscur stand out for their complexity and creativity, drawing from both classic and contemporary Japanese RPG designs. Combat is described as rhythmic and flashy, allowing players to combine character abilities in innovative ways. Each character possesses unique skills that can be strategically combined to create powerful attacks, enhancing the tactical depth of battles against formidable foes. The game not only showcases the advancements in game development tools that enable smaller teams to produce high-quality visuals but also represents a shift in the gaming landscape towards more artistically ambitious projects. Sandfall Interactive's success with Clair Obscur highlights the potential for games that prioritize storytelling and emotional depth over conventional marketability, suggesting a bright future for a middle ground in game development that can thrive alongside blockbuster titles and indie projects alike.

TruthLens AI Analysis

The article highlights the success of the indie role-playing game "Clair Obscur: Expedition 33," emphasizing its unique characteristics and the small team behind its creation. While celebrating this achievement, it also hints at broader implications regarding the gaming industry, narrative styles, and cultural influences.

Purpose of the Article

The narrative crafted around the success of a small development team serves to inspire and motivate indie developers, showcasing that creativity and innovation can thrive in a space often dominated by large corporations. This portrayal contrasts sharply with the prevalent trends of high-budget failures and massive gaming studios, suggesting a refreshing alternative in the gaming landscape.

Perception Created in the Community

By focusing on the game’s French cultural elements and emotional storytelling, the article aims to evoke a sense of appreciation for artistic expression in video games. It seeks to build a narrative around the idea that meaningful content can emerge from smaller teams, potentially fostering a more supportive community for indie games.

Information Omitted

While the article details the success of "Clair Obscur," it downplays the contributions of the outsourced teams involved in its development. This omission could lead to an oversimplified view of the game's creation, suggesting that it was solely the effort of a small team rather than a collaborative international endeavor.

Manipulative Elements

The piece does not seem overtly manipulative but employs a narrative style that may romanticize the indie game development process. This could lead readers to develop unrealistic expectations about the ease of achieving success in the gaming industry without acknowledging the complexities and collaborations involved.

Reality of the Article

The facts presented about the game's sales and the development team appear credible. However, the celebration of the game's uniqueness may create a biased view, as not every indie game can achieve similar success.

Community Targeted

The article likely resonates more with gaming enthusiasts, particularly those who appreciate indie games, storytelling in games, and French culture. It may also attract players interested in emotional narratives and immersive experiences.

Economic and Market Impact

This article could positively affect the indie gaming market, encouraging investors and gamers to support small developers. Companies involved in indie game publishing or distribution may see increased interest and investment as a result.

Global Power Dynamics

While the article is primarily focused on a specific game, the emphasis on cultural uniqueness reflects broader trends in globalization and cultural exchange in the gaming industry. It connects to the ongoing dialogue about representation and diversity in entertainment.

AI Influence in Writing

There is no clear indication that AI was used in writing this article, but it could have been influenced by common algorithms that prioritize engaging storytelling and emotional appeal. The writing style seems to focus on narrative techniques that enhance reader engagement.

In conclusion, the article presents a largely positive view of "Clair Obscur: Expedition 33," celebrating its success while highlighting the importance of cultural storytelling in gaming. However, it simplifies the complexities of game development and the collaborative nature of the industry. Overall, it serves as both an inspiration and a reminder of the potential for innovation within the gaming sector.

Unanalyzed Article Content

Much has been made of the fact that the year’s most recent breakout hit, an idiosyncratic role-playing game called Clair Obscur: Expedition 33, was made by a small team. (It has just sold its two-millionth copy). It’s a tempting narrative in this age ofblockbuster mega-flops,live-service gamesandeye-watering budgets: scrappy team makes a lengthy, unusual and beautiful thing, sells it for £40, and everybody wins. But it’s notquiteaccurate.

Sandfall Interactive, the game’s French developer, comprises around 30 people, butas Rock Paper Shotgun points out, there are many more listed in the game’s credits – from a Korean animation team to the outsourced quality assurance testers, and the localisation and performance staff who give the game and its story heft and emotional believability.

Compared to the enormous teams who make the Final Fantasy games – a clear inspiration for Sandfall – Clair Obscur’s team is minuscule. The more interesting achievement isn’t that a small team has made a successful game – it’s that a small team has made the most extravagantly French thing any of us will ever play. Much to my partner’s annoyance, I’ve set the voice language to French with English subtitles, just to enhance the immersion.

In Clair Obscur’s belle époque-inspired world, a sinister entity called the Paintress daubs a number on a distant totem every year, descending from 100 – and every person of that age dissolves heartbreakingly into petals and dust, leaving behind devastated partners and orphaned children. (This andNevaare the only games in recent memory to make me shed a tear at theirbeginning.) The game starts as the Paintress counts down from 34 to 33, and an expedition of brave and slightly magic thirtysomethings from the dwindling population sets out, as they do every year, to sail across to the Paintress’s continent and try to kill her and stop the cycle. I was sad to leave this opening area, because the city was so beautiful, and everyone wasimpeccablydressed. Also, nothing was trying to kill me every few minutes.

Many expeditions have gone before. You find their grisly remnants all over the place as you explore, their recorded diaries left to help whoever comes next. You start off in a kind of ravaged Paris, the Eiffel Tower distorting towards a distant horizon like a Dalí painting. The game looks like a waltz through a distinguished art museum that’s about to get sucked into a black hole. One early area of the continent is a waterless ocean, the wrecked vessel of one expedition wrapped around a dead leviathan of a sea creature, fronts of seaweed waving in the nonexistent currents. It’s beautiful but extremely dangerous: you quickly have to get the hang of a pretty complicated combat system to survive even the first few boss fights.

Clair Obscur’s fighting is inspired by classic and modern Japanese RPGs: rhythmic and flashy, it lets you supercharge a fireball or dodge the fist of a stone automaton with a well-timed button press. Combining your unusually distinctive characters’ abilities is the key. One of them wields a rapier and changes stance every attack, another attacks with an impenetrable system of sun and moon tarot cards, a third mostly with a gun and a sword. If this all sounds needlessly extravagant, it is – and I love it. The combat menus are a tinkerer’s dream, letting you pore over and combine characters’ esoteric powers and skills to create interesting combo attacks.

What I enjoy most about this game is that it doesn’t look like everything else or, indeed, anything else. The majority of games riff on the same few predictable references: Star Wars, The Lord of the Rings, Marvel. Instead it draws from completely different aesthetic and thematic sources; this is a baroque fantasy that tells a story about fatalism and love and death and legacy, a European-style tale with Japanese-style action and flair. It plays very differently, but its distinctiveness and determination to actuallysaysomething with its story reminds me of last year’s excellentMetaphor: ReFantazio. (There is a strong correlation between intellectually ambitious RPGs and baffling titles, it seems.)

Clair Obscur also illustrates just how good game development tools are now: if you’re wondering how a smallish team could create something that looks this high-end, that’s a large part of the answer. This makes me feel pretty optimistic about the future of this middle sector of game development, in between blockbuster and indie. In the 00s and 2010s, that was where many of the most interesting games could be found. I can imagine several large publishers deeming this game simply too French to be marketable, but Sandfall was able to make it anyway. Expedition 33 is an encouraging commercial success that will be cited all year as a counternarrative to the games industry’s prevailing doomsaying, but it’s a creative success, too.

A new Doom game is out very shortly and reviews suggest that it is a glorious heavy-metal orgy of violence. It has you massacring hordes of gross demons at once, impaling them with spikes, shredding them with a chainsaw-shield, even punching gigantic hellspawn from within a giant robot or shooting at them from the back of a mecha-dragon.Doom:The Dark Agesis slower than the other modern games in the series, with more up-close combat and (as the title suggests) a vaguely medieval flavour to its aesthetic, but it’s still thrill-a-minute.

Available on:Xbox, PS5, PCEstimated playtime:20-plus hours

Grand Theft Auto VI, which is delayed until next May, left a crater in the 2025 release schedule that other game companies are scrambling to fill, reports Bloomberg (viaKotaku). Expect some serious rescheduling to be going on behind the scenes before the summer’s glut of game announcements.

The Strong National Museum of Play in the US has inductedfour new gamesinto itsHall of Fame: Defender, GoldenEye 007, Quake and the (IMO) equally deserving Tamagotchi. They beat contenders from Age of Empires to Angry Birds.

Afterlast week’sindustry media drama, long-established podcast-video collectiveGiant Bombhas bought itself out andgone independent, joining a growing stable of worker-owned and reader-supported games outlets.

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ReaderTravissent in this week’s question:

“I’m planning to start a book club-style video game club. Two questions: what should I call it and what game would you love to share and discuss in such a setting?”

This is an excellent idea, and you’ve reminded me that I tried to do something like this a million years ago as a podcast on IGN, but I cannot for the life of me remember what we called it. Press Pause? Save Point? LFG? I would pick shorter games for a book club-style group (so that everyone could actually play them through), and I’d want ones that leave room for people’s personal histories to inform how they respond to it. I’d love to hear other people talk aboutNeva’s environmentalist and parental themes, or anyLifeIs Strangegame’s mix of emerging-adulthood drama and quasi-successful supernatural storytelling, or even a game likeWhile Waiting, what it made them think about. That would surely be more interesting than simply arguing about whether the latestAssassin’s Creedis any good.

I asked my partner what he’d call a video game book club, and he suggested Text Adventure, which is annoyingly better than anything I can think of. My pal Tom suggested Pile of Shame, One More Go and Shared Worlds. Readers: can you think of any more?

If you’ve got a question for Question Block – or anything else to say about the newsletter – hit reply or email us onpushingbuttons@theguardian.com.

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Source: The Guardian