More

    Clair Obscur: Expedition 33 Producer Talks Inspirations: FromSoftware, French Novels

    Western role-playing game fans have had a handful of big releases this year already, like Avowed and the just-announced The Elder Scrolls IV: Oblivion remaster. But gamers looking for novel RPGs trying to break the mold will have another option when Clair Obscur: Expedition 33 launches on April 24 — and the game’s producer explained to me what’s in store for players.

    At GDC 2025, I got to play a few early hours of Expedition 33, which was made by French studio Sandfall Interactive. With interactive turn-based battles and a sweeping story about death, combined with a gorgeous world and beautiful music, Expedition 33 seems poised to capture gamers looking for something a little different in their sweeping story-based games.

    At the preview, I chatted with Sandfall Interactive co-founder and Expedition 33 producer François Meurisse about influences, combat and the art that goes into making a French studio’s take on the venerable JRPG genre.

    David Lumb (CNET): This was the first time I’ve been able to get my hands on the game, and it feels so kinetic for an RPG — dynamic menus when I’m switching between windows in combat or dodging enemy attacks. What were the team’s inspirations?

    François Meurisse (Sandfall Interactive): The game has some great [Japanese RPG] inspiration, like older Final Fantasies — Final Fantasy 10, for example. But also some big inspiration from more modern JRPGs like Persona 5, for example.

    From Persona, we took this inspiration that every click is essential to the action, but no redundant gameplay manipulation to get to what you want to do. Every button you click triggers some camera movement. That makes it almost action-based when you see some people playing. We wanted to have this reactive turn-based feeling that mixes what makes the best out of turn-based games but with a real-time feel.

    DL: I really enjoyed how interactive the battle system is. How did you balance parrying and dodging, especially for players who might not be good at either?

    FM: So the defense system is quite demanding, but there are several defense options. It’s easier when you encounter a new enemy, for example, to learn their patterns and start with the dodge, which is more forgiving in terms of timing. And when you get the right timing for the perfect dodge, you can try the parry.

    We’re very well balanced now, but there are many different playstyles and types of players. And we have a broad variety of equipment, different skills, different characters — so even if you do not like to parry, or if you’re not the best dodger on earth, you can equip some specific passive effects or equipment in line with your play style.

    For example, I like dodges over parries, I can have passive effects giving me extra action points with dodges rather than parries. Or I can focus on specific builds to trigger some status effects on monsters and deal heavy, heavy damage and not rely too much on the defense system. And if that’s not something I’m into — the [quick-time events] on attacks — you can enable automatic QTEs in the settings.

    DL: Another thing that is pretty striking about the game is the art style. In the demo, I run across this little guy in white, almost clownish look, with a stone corkscrew head. What inspired this art design?

    FM: For the whole game, we had more of a Belle Epoque, Art Deco inspiration, so France from early 20th century mixed with high fantasy. That’s something that we wanted for the city at the beginning of the expedition, for the expeditionary outfits, for the manor.

    Now, it’s kind of like an expedition into the wild, into an unexplored continent which is quite savage. Our art director chose different inspirations for different enemies and environments — for example, that enemy you mentioned, its references are more like clay sculptures and organic shapes.

    DL: That’s a good segue — what does a French studio bring to JRPGs? What is French in the game?

    FM: So definitely Lumiere [the city where the game begins and expeditions set out from], the Eiffel Tower [in it]. And yes, there’s a lot of feedback about like the French swearing, some of the names, art inspirations, some clothing patterns.

    DL: I feel having the Paintress as the big villain in the end, or at least the one you’re seeking out, is a uniquely French enemy and not something we’ve seen in JRPGs so much.

    FM: Yeah, maybe not. The Paintress will reveal some secrets anyway throughout the game.

    DL: What else do you feel Expedition 33 brings to JRPGs that we haven’t seen before?

    FM: Of course, it’s an RPG at the core, but the game also has more From Software inspiration for stuff like the defense system or even some stats system or deckbuilding inspiration for action points. We took several inspirations of what worked greatly in the games we love, but try to make it our own way with a unique art direction, unique story and unique characters.

    DL: Can you tell me more about the music? The battle music especially is fantastic, I love jumping into a fight and hearing a choral element. But there’s also parts that are a little French with organs in the background.

    FM: So Lorien [Testard], our composer, composed a full [original soundtrack] for the game. The OST is huge, it will be several hours long, and worked with us from the very beginning of development in 2020. He really composed music side-by-side with the creation of the game. And Alice Duport-Percier, she’s a composer and singer — she has a great voice, she’s a classical singer. And we have about 45 minutes of orchestra recordings with a French orchestra.

    DL: We’re getting to the end of our time to chat, and I just wanted to focus on the game’s theme of recurring death as the age limit for surviving humans gets lower and lower every year. What’s the inspiration for that dour theme?

    FM: About the countdown, I think Guillaume [Broche, Sandfall Interactive CEO and creative director] woke up one morning and though that idea could be cool. But the expedition concept, the special inspiration behind it is a French novel called La Horde du Contrevent, [in English: The Horde of Counterwind]. It wasn’t translated in other languages, but it’s a cult classic now in French, published in 2004.

    It’s a great novel about a group of warriors, like an expedition of 20 or 30 people that try to find the origin of the wind in the world, which always blows from west to east. Every expedition fails, and they send a new one. We loved this idea of like trying to overcome what the best group did before you, trying to find out which point they reached in the world, how they failed and will you succeed?

    DL: Okay, last question: what are you most excited for players to experience when they pick up the game for the first time?

    FM: Oooh — I mean, everything, the gameplay, the world map. But personally, the story is great. I can’t wait for people to reach the end of the story, to share theories about it, to discover the fate of the characters. The story, its twists, the progression toward The Paintress — it gives me chills. Some of the voice cast [performances] made me cry. So I can’t wait to hear reactions to them.

    Clair Obscur: Expedition 33 comes out for PC, Xbox and PS5 on April 24.

    Recent Articles

    spot_img

    Related Stories

    Stay on op - Ge the daily news in your inbox