It's refreshing to see none AAA games be crafted with both passion and high quality fidelity. Raising the standard of what a game should be. We got this with Baldur's Gate 3 (which again is technically indy but also highly produced) now redefining an otherwise stale genre. Showing that, if done competently, there is still a big crowd for this more old school and passionate approach to game design. Clair Obscur combines the old school with the new school while not shying away from either. It's got a mature plot that doesn't treat you like a dummy or over explain itself. It's got a cast of complex characters, that when you learn more about the world, their characterization makes more and more sense. The game presents questions subtly, but again doesn't highlight these questions in contrived ways. One of my more favorite examples of this is with Verso.
I found myself questioning his motives and feeling uncertain about him, and right at this time another character calls him out for the exact reasons I was thinking. This shows a combination of intent and awareness that is sadly pretty rare in highly produced media. You certainly wouldn't see this in a blockbuster film or AAA game. And that's refreshing. Having competent writers that know when to keep something a mystery and when the right moment is to explain more. Some of these explanations are even optional. As part of a side quest you can choose to skip. While this type of high quality optional side content isn't novel, all FromSoft games feature high fidelity optional content that often feels like a critical path, it's not common.
The game has a great sense of pacing. Where the critical path is always clear and the pacing is high octane wherein you can honestly barrel down the critical path making this a fairly short RPG. I ended up spending close to 70 hours, because I really loved the world, exploration and combat loop that I wanted to upturn every stone. The game paces exploration well, where you regularly get new traversal options, which organically open up new optional places to explore. The game slowly opens up until the end when you gain full access to the world and a huge host of optional content. Yet you can ignore that and b-line it to the end. I love this design. Allowing you to put in as much as you want into the game. While I can empathize with devs wanting to shoehorn in content that costed millions of dollars and months of work, I always respect when a game respects my time. But also doesn't hold my hand and allow me to have the experience I want. Fortunately for Clair Obscur: Expedition 33 (mouthful title aside) I was eager and enjoying what it had to offer. I ended up doing all the optional side quests and even beat all the super bosses (which are honestly pretty ludicrous in terms of difficulty but are 100% optional).
What Clair Obscur is about boils down to classic RPG exploration, narrative and combat. After recently playing through a classic turn based RPG (Skies of Arcadia) the improvements that the Sandfall has made to the turn based RPG are salient. One issue I had with Skies of Arcadia was honestly the pacing. Combat and movement were so slow... you couldn't skip combat animations and some would last well over 30 seconds, making all combat kind of a slog. Even if I liked the aerial ship combat, it was still as slow as molasses. In contrast, everything in Clair Obscur moves at a breakneck pace. You traverse the world fast. Sprinting and using a grappling hook to barrel forward. Combat animations are fast, where I could wrap up a combat encounter sometimes in under 30 seconds. They also side stepped the issue of random encounters by including enemy avatars on the world map. While this feature isn't novel, it's in my mind the best way to handle these type of RPGs. I've never heard or met someone who likes random encounters because it always affects the pacing of the game in a negative way. Enemies also only respawn when you rest at this games version of a bonfire. Where you're healing items will also replenish. I do really like this system. In most Final Fantasy games, I would always cling onto consumables until the bitter end, but by having limited, but replenishing at check points, healing items I found myself using them regularly.
I also like the simplicity of the types of items you find. You basically only find resources, weapons or cosmetics. Which keeps your inventory from feeling bloated. You can find duplicate weapons, but when you do, you keep the higher level version. You can also find items that act as shards like you would use in a Souls game to upgrade weapons.
A big mechanic and system of the game are the Pictos and Luminas. This feels similar to FF IX (one of my favorite Final Fantasies). Where you equip a picto and after 4 successful battles you learn it as a lumina. Lumina are a limited resource where you can equip additional learned Pictos for various passive buffs. This is the core of building characters. It does feel like a mix of FF IX and Paper Mario's badge system. It's functional, but the cumbersome and hard to navigate menu make it feel messy. Not to mention the sheer volume of pictos/luminas that you will have access to by the end game. I ended up spending a lot of time in menus toggling on and off various pictos to make an optimal build. I think the general concept of Pictos/Luminas is cool but I don't think it was implemented well. I honestly don't like how you gain more lumina points. You get these items that increase a given characters lumina by one point. They also passively gain one lumina per level. The issue here is how these usable items are limited and the sheer amount of lumina a character can have is pretty ridiculous. It's nice to be able to customize so richly, but it also forced me to focus on a handful of characters, which made my backup team feel weak... and so I just didn't use them. I think these limited use lumina should have impacted the full team so no one fell behind. Non-party members already gain passive XP when not used in combat, so it's weird to still have this limitation. Luminas make a big difference in the strength of a character.
So I do feel kinda mixed on the pictos/lumina system. It's not bad, but certainly lacks polish compared to the rest of the game.
Combat itself is great and will probably make or break your enjoyment of the game since it is a primary focus. It's turned based, yet requires you to react to quick time events. You need to parry and dodge in real time, like Sekiro, to be the most successful. You can beat the game's critical path without defending if you grind enough, but the Super bosses and decent amount of optional bosses are impossible without mastering parrying and dodging. These super bosses, Simon in particular, are pretty ridiculous. I spent hours trying to master their attack patterns, because you need to play nearly perfectly. It was satisfying to beat these guys, but it was a hefty time investment (that was fully optional to be clear) that does also require grinding or at least tackling other side content. I never grinded once, but by the time I finished the game, the final boss was joke from how over leveled I was from doing all the side content. This isn't a criticism, but I will say it's probably best to focus on the main story before doing any side content. If you want to maximize the enjoyment of the game.
Aside from the turn based quick time event reactions, all characters also play very uniquely. You can load the same luminas on all characters, but their moves and gimmicks will still be unique. I like this design decision. Making each character feel unique. And it is fun coming up with broken builds and combos. Most enemies I could beat within the first action of combat by the end of the game. Verso's follow-up attack in particular was stupid broken. I ended up one shotting some of the harder optional bosses with it. Well I guess it's not technically a one shot since I need to shoot 10 times first.
Aside from being fast and you mostly being able to choose when you get into combat, the game has great writing too. The world is fascinating and they have a good explanation for everything by the time the credits roll. It's a satisfying journey that covers heavy themes that inform the character motivation and explain why the world is the way it is. The game does have humor, and that mostly works for me. It doesn't do the awful trope of forcing glib one-liners on you. They instead feel organic and like coping mechanisms from the character. Feeling like thoughtful characterization rather than a forced joke to ease the tension. I didn't love Monoco's characterization across the board. he was one the weaker characters who's jokes didn't often land on me. But he did still end up as a main party member. So I didn't find him too grating.
I don't really want to spoil too much of the game so I'll wrap it up here. Clair Obscur is a great game made by people who love video games. It pays a loving homage to the old school while modernizing it to make it feel great to play. Not an easy task. Certainly curious and excited what Sandfall does next!