When One Falls, We Continue
From the very first trailer I saw, I knew there was something special about Clair Obscur: Expedition 33. While I could not have imagined it would rise to the heights of Game of the Year 2025, there were a few favourable elements to the game that drew my eye. The grim atmosphere, the Belle Epoque setting and the mystery surrounding the world itself. After all, who was this mysterious Paintress who seemed to rule over the world? It should come as no surprise, dear reader, that I went to buy the title day one - though I did struggle to find it in stores and had to explicitly ask the people at the counter if it was still available. Unfortunately, given all the other games I still had in my backlog, Expedition 33 was forced to sit on my shelf for an entire year before I could find the chance to play it.
Though many have classified Expedition 33 as a Japanese role-playing game (JRPG) because of the 'turn-based' combat, I would have to strongly disagree. There is one major reason for this: all the basic tropes are missing.
It does not start off with a bright-eyed protagonist chasing chickens in their small village. Disaster does not strike when our protagonist returns home after finishing their chores. The party is not an eclectic band of misfits with a talking animal or two (though given Monoco was named after the Dessendre family's pet dog...maybe they can get away with it?). And in the end, the final boss they fight against is not God.
Rather, Expedition 33 sees us in the shoes of Gustave. He is up on a roof overlooking the city of Lumiere as they prepare for the annual gommage. The worst thing that could have happened to the world occurred 67 years ago in an event known only as the Fracture. Since then, the giant Paintress who sits at the base of a towering Monolith rises up and change the number on the countdown. Anyone who is older vanishes into a swirl of flower petals. Desperate, the people of Lumiere seek ways to put an end to this ghastly ritual in the hope that future generations will not have to suffer as they have.
In just these first few moments, Expedition 33 manages to pull you in. The plight of the people of Lumiere is laid bare for all to see. Before too long, the expedition sets out towards the Monolith. Almost immediately as they land, things go wrong. A mysterious man decimates most of the expedition. Believing himself to be the only survivor and overwhelmed by the enormity of the destruction around him, Gustave wavers. It is not until Lune finds him that his belief in the mission is renewed. From there, the two journey across the Continent and manage to find two other survivors - Maelle and Sciel.
Along the way, the game introduces the player to its 'active' turn-based combat. For, rather than sit idly by and allow one's stats to determine if an enemy attack will hit or miss, players have the ability to parry, dodge or jump enemy attacks. To my initial dismay, there is no clear indication that flashes over the enemy. Parry, dodges and even jumps need to be timed to the animation of the foes you face to ensure it's done perfectly. And, if you're able to parry all the other attacks, the expedition is able to launch a powerful counter. Even attacks made by the expedition is littered with quick-time events to ensure they land or deal more damage. Admittedly, this meant that I could not set up a video on the side to watch as I grinded my way to victory (as is usually the case with turn-based games).
The combat, combined with the distinct style of the nevrons - the enemies you fight - made me wonder if Sandfall Interactive had also looked to the Soulsborne games for inspiration. Many of the nevrons, certainly, would have perfectly fit the dark fantasy aesthetic. Then there were the cryptic dialogues from both 'faded' characters and a number of white-coloured nevrons that you can assist, which served to add to the mystery of the world.
I also very much enjoyed the music. Were many pieces rifts from others with leit motifs carried throughout? Why, yes. Yes, they were. But it was still hauntingly beautiful in all the right ways. That said, my favourite piece came from the mime battles. There is something about hearing a jaunty accordian tune that I loved. To be fair, if the soundtracks for Octopath Traveler or Xenoblade Chronicles had also been in contention for Best Score, I would have called foul if Clair Obscur: Expedition 33 had won.
While I did very much enjoy the game, there were a few puzzling elements to game design that had me scratching my head. The lack of a minimap, no sense of how much further the end goal might be in a dungeon, no journal for the main quests and select few sidequests, and the inverse mapping for the pause menu with the party stats menu. None of these minor quibbles ruined the game for me but I found the absence of these quality-of-life tweaks absolutely baffling.
Gameplay aside, I have to admit the story (and the characters) were what sold me on the game. Though Expedition 33 starts off as a lofty 'destroy the evil Paintress and save Lumiere' story, the journey across a fantastical Paris is actually an insightful deep dive into grief and the dangers that come with using escapism as a coping method.
I am, dear reader, no stranger to grief. I lost my own father at the age of twelve. In this year alone, I have lost two of my grandparents in quick succession. Death and I have walked hand-in-hand for a good long while - whether it be in the stories I read or the movies I watch. So, when it came down to the final choice, I had to side with Verso. Maelle's desire to stay was too self-destructive for my tastes. Worse, she had not learned from her time in the Canvas. Bringing back the people she had lost when the Paintress was ousted is not healthy. No matter how much I, the player, also cared for Sciel and Lune (for goodness sake, Lune is my favourite character out of them all and NOT because of her bare feet. In fact, for my entire playthrough, I kept Lune in outfits where her feet were covered because seeing them as she ran across the Continent - or floated - just gave me such a big ick).
That is not to say, however, that Maelle did not have good reason. To me, she is probably one of the most tragic characters in Clair Obscur. Wracked with survivor's guilt, filled with self-loathing for her imperfect body (was it me or was it so odd her family never got her a glass eye to replace the one she lost?) and still mourning the loss of her brother, I can see why she would choose to remain in the Canvas. After all, it was the only place she found a sense belonging and experienced unconditional love from those she might consider parental figures (though, that said, it is clear Renoir does love her dearly and wants only the best for her - look no further than the Axon he painted for her in The Reacher). But the problem with staying IN the Canvas is that it's a want. It's not what she needs.
And what Maelle (otherwise known as Alicia) needs (along with the rest of the Dessendre family) is a therapist. And it is here I find a quote from Buffy the Vampire Slayer the most poignant: 'The hardest thing in this world is live in it.' Maelle refuses to live in the real world where she sees herself as broken. Even when her father tries to reassure her that she has a future and limitless potential. Instead of heeding the tenets of the expedition: 'Tomorrow comes' and 'when one falls, we continue,' Maelle continues to strive for what she cannot have.
Loss is hard.
I know when my father passed, and I saw his body lying in that small hospital bed, I wanted to believe he would wake up. Even when it was the day of his funeral and he was placed in his casket, I couldn't help think he would open his eyes and smile at me one last time. But I also knew, following several discussions with my mother and grandmother prior to his death, that even when people we love are gone, the world continues to turn - and us with it.
The circumstances often seem cruel and unfair. My father was still young, after all. He could have lived another quarter century or more if he fortune had smiled on him.
In fact, the only thing we can do is keep going on. To take one step after another. And commit to doing 'The Next Right Thing.' The pain never quite heals but we learn to handle it. Something I fear Maelle never truly accepts or learns.
The same cannot be said for Painted Verso. He has lived a full life but remains in this fake world, immortal. Worse, he knows he is but a copy of the real Verso. That knowledge torments him and though his initial goal is to save his Maman from drowning in her grief, he also knows it comes with a price.
While I'm sure many would argue that Maelle and Verso are two sides of the same coin, I feel like there's still an underlying difference in their motivations. Verso looks first to his family and how to best keep them safe whereas Maelle is more inherently selfish in her wishes. I felt this was represented best with Verso's final encounter with the Faded Boy - the trapped remnant of the real Verso's soul and permits him to stop if he so wishes.
Admittedly, it did bug me a little that what started as a grand adventure to stop the Paintress turned into a family squabble. The world was so rich with possibility and I loved getting to know Lune, Sciel and Gustave. In fact, by making all of them so sympathetic, the final choice in the end is made all the more difficult. But from a narrative point of view, it takes away the grand stakes and replaces it with the private drama of a broken family.
That said, I appreciated all the bonding moments though I am of the opinion Sandfall should not have kept the romantic dalliances Verso has with Lune and Sciel in the game. After all, he had so much more chemistry with Monoco! The whole 'little spoon' line? Perfection.
And, I don't know, if there had been a few more steamy scenes between Lune and Sciel, I might have come round to Maelle's side.
Yes, dear reader, I am one of the few who ship Lune and Sciel together. They just work so well! Especially when they reminisced over the past and bonded over the death of Gustave at the start of Act 2!
I like to think with Verso's ending, Maelle/ Alicia is able to move on. Or, at the very least, to make a new start and take the time to properly heal. While I do not know what that might look like, I have every hope she will take the memories of Expedition 33 to paint a brighter future for herself. It's the least she deserves and it's the very thing real Verso would have wanted for his little sister (even if Maman and Clea - to a degree - disagrees with. By the way, can we talk about how abrasive Clea was in most of her interactions with her little sister?).
There is much to love in Clair Obscur: Expedition 33. In fact, I can see why it managed to reach almost universal acclaim. That said, there are a few areas where it falls short - namely in a few choices pertaining to quality-of-life options for players and the terrible platforming (don't even get me started on the final stage of the Gestral volleyball minigame) - but it is overall a game that is greater than the sum of its parts. From its complex and layered narrative to its tight gameplay mechanics that manage to weave it all together in a neat little package. Clair Obscur: Expedition 33 might not be a TRUE turn-based role-playing game in the veins of the old JRPGs of old, but it proves to be its own unique blend of genres.
On a side note, as a self-purported creative...I wonder how my characters feel when I abandon or scrap a story. Are they sentient? Should I be concerned about all the power I wield over their measly lives?
The things one must ponder...














