I've just finished playing Clair Obscur: Expedition 33, a turn-based JRPG developed by Sandfall Interactive and published by Kepler Entertainment. The game is spread out across three Acts, with each act offering about 10~15 hours of gameplay, playing normally. However, there is a very robust Act III, so for myself personally, I cleared 100% after around 75 hours playing on Expert.
Clair Obscur is set near the City of Lumiere and the surrounding continent, a fantastical rendition of Paris, France. Every year in Lumiere, The Paintress of the Monolith paints a new number, and with her final brush stroke, every living human that age or older is wiped from existence in an event known as "The Gomage." For decades, this cycle of painting and loss has left a shroud over Lumiere, as its population dwindles, as each number painted is year less than the last. In an attempt to stop The Paintress, every year Lumiere citizens embark to the continent in their final years of life to try to stop the Paintress, so she can never paint death again. Thus, the last hope of humanity, Expedition 33, embarks to the continent captained by the genius inventor, Gustave, the scientist, Luna, an orphan, Maelle, and skilled fighter, Sciel.
The story of Clair Obscur is told across three chapters, each one depicting a different stage in the Expedition's journey, as they find their way across the treacherous continent and work out a way to enter The Monolith. The overarching narrative of Clair Obscur is a beautiful ponderance upon grief, and the role art can play in that process. The Gomage has perpetuated a cycle of loss for Expedition 33, each of whom struggles with the loss of loved ones, and the looming certainty of their own end. While grief is not an uncommon theme in video games, Clair Obscur focuses on the nature of artistic expression, and coping with loss. Clair Obscur explores these themes through explicit narrative progression, optional character interactions, and environmental story telling. The writers execute on each method at very high quality, with details ranging from the careful arrangement of bodies around a journal entry, to the layered slow burn of the world building. The finished result is a new IP of incredible range, which I could easily see carried on into sequels, or spin-off titles.
As one might expect from a game whose focus is on art, the artistic direction of Clair Obscur is at the peak of design direction, with horrifically beautiful landscapes which would not be out of place in the likes of a Fromsoftware title. The world map is represented in a charming diorama style akin to the cult classic Fantasian Neo Dimension, with the developers utilizing a clever implementation of blurred focus to accomplish a game which does not dip in quality significantly when transitioning to the world map. Spread out across this map are many small locations with carefully crafted pathways and secret items. These locations are not only great areas to engage in combat with monstrosities known as Nevrons, but also to search for items to upgrade your skills, or consumables. Like its world design, the character design is also fantastic, with every playable character possessing a variety of wardrobe and hair options. While most of these options are chic looks you'd expect from a high end fashion boutique, the designers also have a sense of humor, offering some rather funny choices as well. Music plays an important role in Clair Obscur, not only narratively in the context of the characters, but also as a fantastic achievement of musical expression in a video game. The range of melodies can vary from up beat piano notes one might expect at a lively tea party, to head pounding rock operas, and nearly everything in between.
As the Expeditioners make their way across the continent, they'll stumble across a variety of merchants and upgradable resources for the party. Each character has five major attributes: Vitality, Might, Agility, Defense, and Luck. As the party gains levels, they gain attribute points which can be allocated freely towards each of these attributes. In a design choice I haven't witnessed in other JRPGs, Clair Obscur utilizes attribute scaling on weapons, with multipliers to damage depending on which attributes a character is most proficient in. Weapons are character specific, so a large aspect of the game is finding weapons which compliment a desired playstyle, and upgrading attributes to enhance those weapons. Thankfully, Clair Obscur is very generous with respec items, so even if a character is raised towards one specific playstyle, it's easy to change things up depending on what is demanded from combat encounters. Clair Obscur also features Skill Points which can be used to unlock skills unique to each character, these skills can range from abilities which apply buffs to your party, or massive damage to enemies. Finally, Clair Obscur offers a "Lumina" system, wherein characters will find items called "Pictos" which function similarly to talismans/accessories in many other games, offering subtle feats to characters, such as increased damage on burning opponents. While a character can equip up to three Pictos, after achieving mastery with a Pictos, the character can utilize a utility point pool of "Lumina Points" to equip any character with the Pictos Feat, without needing to have it equipped. Attributes, weapon scaling, skill points, and Lumina work in harmony to create a rich RPG component of the game, which provides a joyful opportunity to ponder increasingly powerful combinations to achieve higher damage outputs.
Clair Obscur's combat system is most similar to the Persona or Metaphor games, offering a simplified selection of attacking, utilizing an item, or skill on each character's respective turn. However, it changes things up a bit by featuring quick-time events on attacks, the timing of which can provide slight damage boosts. Unlike most turn-based JRPGs, Clair Obscur has an intriguingly reactive approach to combat, allowing party members to jump, dodge, or parry attacks in a combat system not dissimilar from something like Sekiro. Parrying an attack is extremely beneficial, because not only does it charge the valuable resource known as AP, to fuel skills, but it also provides an opportunity to counter attack on the enemy's turn for bonus damage. Dodging, while providing no counterattack, has a more generous timing window, meaning it may serve as a better option in high risk situations. Likewise, some attacks can only be avoided by jumping, providing opponents a chance to catch a player off guard, due to poor button inputs. The system is executed extremely well, with Nevrons possessing delayed attacks, and combo chains integrating a variety of attack methods, forcing the player to familiarize themselves with Nevron attack timing. When the party isn't dodging and parrying, they're on the offence, with Clair Obscur offering excellent spectacle moves, ranging from flying through the air raining down fire, to summoning massive beasts to fight along side. There's even an interesting free-aim mechanic, which allows Expeditioners to target weak points on Nevrons.
For me, Clair Obscur is an easy recommendation for any gamer. Regardless of whether you play games for music, art, narrative, reactive combat, or thoughtful RPG mechanics, this game offers something for almost everyone, and it does so at a level of quality unmatched even by most AAA developers. Discussions for this game being a GotY contender should be taken extremely seriously.