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Digital Trends
a day ago
- Entertainment
- Digital Trends
Can we all just be normal about Clair Obscur: Expedition 33 for a second?
Whether or not it actually wins the award come December, Clair Obscur: Expedition 33 is the Game of the Year. No 2025 release has sparked so many long-lasting conversations usually reserved for tentpole releases like Grand Theft Auto or Zelda. It has been gaming's main character for months, standing in as a shining example of what a modern video game should rise to. Yet for all the mainstream conversations that it has generated, so few of them actually seem interested in Clair Obscur. Instead, Sandfall Interactive's critically acclaimed RPG has been submitted as evidence in on-going litigations against what gamers paint as a stale industry in need of new blood. While there are meaningful conversations to have about what game studios can learn from Clair Obscur's success, the way that it has been weaponized and reduced to a piece of confirmation bias in any landscape-shaping argument it fits into leaves me hungry for more substantial dissections of the games we love. Recommended Videos It was clear that Clair Obscur was going to be a big talking point when it launched in April to a wave of glowing reviews. Critics and fans hailed it as a generational RPG that revitalized turn-based combat, delivered an emotional story, and crafted an astonishing original world. 'Game of the Year' talk came fast, which is par for the course when a new game breaks the 90 mark on Metacritic. But the watercooler chats didn't stop there. Soon, mainstream conversations yearned to place it in a broader gaming landscape. Its originality was painted as a shining light in a sea of perceived 'AAA slop.' It wasn't just a good game, but a blueprint for how a boring industry could be saved. Even this very site opined about that immediately following its release. That over-the-top idea only ballooned as the months went on. Sandfall Interactive's slim team size became a talking point. Articles popped up that praised the studio for creating such an accomplishment with only 30 people — a figure that was quickly debunked once critics started adding up all the external developers involved. That didn't stop the disingenuous factoid from setting the stage at Summer Game Fest, where host Geoff Keighly used the number to sell the idea that he was presenting viewers the future of video games. Tons of trailers for smaller games followed, with Keighly often pointing out how many people made them as an indication of quality. My growing frustration with that trend reached a boil this week thanks to a different debate that Clair Obscur has been unwittingly roped into. For years now, some RPG enthusiasts have lamented the death of turn-based games. That anxiety seemed to come most from franchises like Final Fantasy and Dragon Quest experimenting with real-time action. Clair Obscur is a loud and proud turn-based game, which made it the perfect spoiler candidate for an industry abandoning a classic way of play. Never mind the fact that turn-based gaming hasn't gone away. Octopath Traveller 2, Like a Dragon: Infinite Wealth, and Metaphor: ReFantazio (a game that released just last year to similar praise) have all proved that major studios are still very much invested in the subgenre. And yet, the narrative persisted. It all came to a head during a Square Enix investors call, in which the company reaffirmed its commitment to turn-based games and acknowledged Clair Obscur's existence in the process. According to Automaton, those typical business responses were mistranslated and blown out into a larger story: Clair Obscur's success had convinced Square Enix to start making more turn-based games. Finally, the video game industry was saved. Mission accomplished! Every conversation like this is so riddled with holes that you couldn't get them across a puddle, yet they are inescapable. Fans want it to prove their long-standing theories about the video game industry right and treat its success like an irrefutable data point in every argument. It's not a new phenomenon either; this cycle tends to happen with lots of both successes and failures. Baldur's Gate 3 inspired a wave of talking points about what players actually wanted from games. That line of thinking was met with backlash from developers who cautioned against using a very specific win as a crusade. Black Myth: Wukong became a rejection of Western ideology. Concord was viewed as proof that live service games are dead. I both understand where this comes from, because I'm as guilty of it as anyone. It's fun to search for meta-narratives in the things we care about. I'm a football fan (go Pats) and I love nothing more than creating a story out of a Super Bowl matchup. This year's clash between the Kansas City Chiefs and the Philadelphia Eagles became more exciting to me when I viewed it as the Chiefs needing the win to finally prove they were every bit as good as the Tom Brady era Patriots, but they'd have to beat the giant killers who previously thwarted Bill Belichick at the big game. That added stakes to a matchup I wasn't invested in, even if it was imaginary. This sort of meta-breakdown of video games follows a similar line of thinking. Sandfall Interactive becomes the Eagles circa 2018 in this story. As harmless as that can be in small quantities, its forced nature has become unbearable when trying to navigate conversations around Clair Obscur. It's not enough for it to be a great game. It has to be a masterpiece. It has to be a counterpoint to everything we don't like. It has to be the savior of the RPG genre. What's ironic is that none of those hollow platitudes actually tell us anything about the game itself. Engagement with what Clair Obscur actually has to tell us has taken a backseat to imperfect armchair analysis. That's a shame, because there's meat on that bone. Clair Obscur asks us to think about how we, as a species, push on in the face of mass grief. It's a story of sacrifice, where expedition after expedition fights in the face of extinction. Many die for that cause, but their sacrifices aren't in vain. Each one helps the next party get a little closer, asking us to rethink success and failure in the context of long-term collective action. It's a thematic cousin to Death Stranding and its sequel, games that stress the importance of human connection as a means of making the world easier to navigate in times of crisis. Perhaps that's just as much a reason why Clair Obscur is resonating with players as the fact that it's turn-based or made by an indie studio. There's a familiar trauma in it, as the fictional Gommage and its impact on the world can be connected to the Covid-19 pandemic. We just went through – and are still going through – a period of mass suffering. Those wounds are fresh. I still remember seeing the pop-up morgues on the streets of Brooklyn. I remember watching the infection rates fall and then spike again, ripping any hope I had for an ending from me. I remember how hopeless it all felt. But I also remember how many people put in hard work to stop it together. Even if some people refused to do their part, many masked, stayed home, kept six feet apart, and anything else they could to stop the spread. It was a collective effort built on selfless sacrifice. I feel all that fueling Clair Obscur's emotional resonance. It begs to be discussed, because what is the point of something being a generational classic if we take nothing else from it? One of the only meaningful conversations I've had about Clair Obscur came before it was out. I had been playing it alongside our reviewer, Tomas Franzese, at the time and we dissected its themes together in isolation. We both cooled on it significantly in Act 3, taking issue with its sudden pivot into a meta-reflection on the nature of art and its role as an escape from grief. It felt like a betrayal on its more human focus earlier on; a needless swerve into a piece of art evaluating its own importance. It was a memorable discussion that helped crystallize where I felt Clair Obscur worked best and where it ultimately fell apart. I hope that discussions like that become more common as the hype settles down. Just as I felt turned off by the 'art about art' pivot in Act 3, I am similarly bored by the tedious talk about how Clair Obscur is changing the industry. None of it does anything to honor Sandfall Interactive's vision, even if it is designed to gas the studio up. Real engagement comes from critics like Ian Walker and Kenneth Shepard, who respect the game enough to interpret what it has to say. It comes like podcasts like Girl Mode that aren't afraid to criticize where the story is ineffective. If you love Clair Obscur, really talk about it. Not what it represents, but the actual game in front of you. If you find that you don't have nearly as much to say about it as you do its influence, maybe it's worth questioning whether you love the game or just the idea of it.


Metro
3 days ago
- Entertainment
- Metro
Clair Obscur: Expedition 33 climbs chart after 'unusual' sales boost
One of the breakout games of 2025 is soaring up the charts even a month after launch, surpassing Doom: The Dark Ages in revenue. Clair Obscur: Expedition 33 surprised everyone by being an early contender for game of the year, but its sales have also surpassed expectations. Developed by Sandfall Interactive, the French turn-based role-player managed to sell one million units within three days following its launch on April 24. Since then, in very apt timing, the studio announced it had surpassed 3.3 million copies after 33 days. The success of Clair Obscur: Expedition 33 has now taken an 'unusual' turn, as despite coming out in April, it has ascended on Newzoo's revenue chart for May. As reported by Clair Obscur: Expedition 33 moved up five places to number eight on the chart, which lists the top 20 games by revenue in the US, UK, Germany, France, Spain, and Italy across PC and consoles. Newzoo described this movement as 'unusual for a premium title' as they usually drop in sales after their release month. As for the reason behind the increase, the firm believes it is 'a showcase of the strength of a high-quality game and continued word-of-mouth marketing'. Along with these factors, the mid-range £44.99 price of Clair Obscur: Expedition 33 has also likely contributed to its success – at a time when many new games cost £70. Sign up to the GameCentral newsletter for a unique take on the week in gaming, alongside the latest reviews and more. Delivered to your inbox every Saturday morning. Notably, the game managed to beat Doom: The Dark Ages, which debuted at number nine. According to Newzoo, the shooter's placement was due to 'a big portion of revenues being tied to Xbox Game Pass'. More Trending While over 95% of full sales for Doom: The Dark Ages came from PlayStation and Steam, Xbox players accounted for 72% of monthly active users on Newzoo's engagement chart. In other words, only a small portion of players actually bought the full game. Clair Obscur: Expedition 33 also launched on Xbox Game Pass, but considering Doom: The Dark Ages is significantly more expensive to buy at £69.99, it's perhaps unsurprising that the majority of players went down the Game Pass route instead. The other new addition on the chart was Elden Ring Nightreign, which managed to hit the number four spot despite being released on May 30, 2025. You can check out the top 10 of Newzoo's revenue chart for May below. Fortnite EA Sports (up two places) Call Of Duty: Modern Warfare 2/3/Warzone/Black Ops 6 Elden Ring Nightreign NBA 2K25 (up two places) Counter-Strike 2 & Go Forza Horizon 5 (up two places) Clair Obscur: Expedition 33 (up five places) Doom: The Dark Ages Minecraft (down two places) Email gamecentral@ leave a comment below, follow us on Twitter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Time Crisis and Point Blank lightgun console smashes Kickstarter goal within hours MORE: EA Sports FC 26 cover star leaks and they've been on before MORE: The Alters review – send in the clones


Fashion United
18-06-2025
- Entertainment
- Fashion United
Hannah Martin unveils video game jewellery collection
British jewellery designer Hannah Martin has teamed up with French independent video game developer Sandfall Interactive and video game publisher Kepler Interactive to create conceptual digital jewellery pieces inspired by the character of Clair Obscur: Expedition 33 role-playing video game. Martin has designed five digital jewellery creations inspired by the in-game characters of Gustave, Lune, Sciel, Maelle, and Verso, which fuse classic metal craftsmanship and delicate fine art. Hannah Martin creates digital jewellery in collaboration with Clair Obscur: Expedition 33 Credits: Clair Obscur: Expedition 33 Each of the pieces has been envisioned to be crafted with 18-carat gold and jet-black obsidian to reflect Martin's interpretation of the rich aesthetic of Expedition 33, merging the fantasy game setting and characters with real-life contemporary art and high-fashion elegance. The developers at Sandfall Interactive then took the digital jewellery designs and intricately modelled them in Unreal Engine 5 to create a series of in-engine images that fully blend the digital and physical worlds. Hannah Martin creates digital jewellery in collaboration with Clair Obscur: Expedition 33 Credits: Clair Obscur: Expedition 33 Commenting on the collaboration, Martin said in a statement: 'It is totally new territory for me, and I have loved being able to explore and push the boundaries between reality and unreality. It has been a constant dance between real world and fantasy.' Additionally, Martin has created 33 real-life necklaces inspired by the design representing Verso, meticulously hand-crafting each piece in sterling silver. These pieces are not for sale and were created as a celebration of the game's beauty in an extremely limited quantity as a 'thank you' to community members and artists who have supported the game and its creation. Hannah Martin creates digital jewellery in collaboration with Clair Obscur: Expedition 33 Credits: Clair Obscur: Expedition 33 Hannah Martin creates digital jewellery in collaboration with Clair Obscur: Expedition 33 Credits: Clair Obscur: Expedition 33
Yahoo
10-06-2025
- Entertainment
- Yahoo
Clair Obscur: Expedition 33 Sells 3.3 Million in 33 Days — Not Bad for a Game Some Thought Was Going to Get Crushed by The Elder Scrolls IV: Oblivion Remastered
Clair Obscur: Expedition 33 has hit another impressive milestone: 3.3 million sales in 33 days. That's a lot of threes! Publisher Kepler Interactive and developer Sandfall Interactive announced the sales today, after the turn-based RPG crossed 1 million sales in its first three days of release. Clair Obscur: Expedition 33 launched on April 24 across PC and console, but also straight into Xbox Game Pass as a day-one title. It also launched up against Bethesda's RPG behemoth The Elder Scrolls IV: Oblivion Remastered. But despite being in a subscription service and having that tough competition, Clair Obscur has carved out a significant slice of sales success for itself. It's worth noting the 3.3 million sales figure does not include additional downloads through Xbox and PC Game Pass. Kepler declared Clair Obscur 'a commercial success' and 'a feat for an independent production.' 'The game was developed by a small studio made up of around 30 core team members, some of whom were working on a video game project for the very first time,' Kepler added. When Bethesda shadow-dropped The Elder Scrolls IV: Oblivion Remastered amid the launch of fellow role-playing game Clair Obscur: Expedition 33, most thought there could be only one winner. However, it turned out that there was plenty of room for both games to succeed. Indeed, Clair Obscur: Expedition 33 has done so well that French President Macron has praised the development team. Be sure to check out our tips for the important things to know before heading into the game. Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ or confidentially at wyp100@
Yahoo
10-06-2025
- Entertainment
- Yahoo
Clair Obscur: Expedition 33 Cast Premieres the First 10 Minutes of the Game's Documentary at IGN Live 2025
The cast of Clair Obscur: Expedition 33 stopped by IGN Live to not only discuss the beloved new game from Sandfall Interactive, but also to exclusively premiere an over 10-minute look at the game's making-of documentary. The exclusive clip, which you can see below, begins by putting the focus on the developers of Clair Obscur: Expedition 33 on the day before launch. It then takes viewers behind the scenes of motion capture performances, including how that emotional opening scene between Gustave and Sophie came to life and another fun moment between Monoco and Verso. While the documentary is still a work in progress and the full video may change, we were able to chat with Jennifer English (Maelle), Ben Starr (Verso), Shala Nyx (Sciel), Kirsty Rider (Lune), Rich Keeble (Monoco), and Maxence Cazorla (Esquie) about their work on Clair Obscur: Expedition 33. "We were all really excited," English said of the time before the game launched. "We weren't as stressed as the developers were, but I was dead nervous about it because we put all our love and heart into it and hope it pays off - and thankfully it did." "You can do whatever you do in the studio, but then it stops being yours," Starr added. "You don't know what it's going to become. There are so many circumstances that go into the release of a game, and I felt, personally, there was a huge amount of pressure. It's a game I wanted to be good for the team because they had put so much work into it, and because we didn't just come into it, we were an additional part of it." English then went on to discuss what it was like recording for Clair Obscur: Expedition 33 and video games in general, and it was a fascinating glimpse behind the curtain. "I get so lonely in the booth," English joked. "You have to pretend. It's very rare in video games that you get a playmate. I think it's happened once or twice that I've had another actor in the room, so it's a real honor when people think you were together recording. Video game acting is the Olympics of acting. If you can do good acting in video games - there is some bad acting, but not in this game – you can do anything." Nyx then shared how many people have reached out to her about how her character, Sciel, has helped them with struggles in their own lives. "It's so cinematic," Nyx said. "It's just so wonderful to be the voice and body of a character that is so rich and has so much emotional depth. I've had so many people reach out to me about how my character has helped them with their depression and helped them with their mental health. It's so ephemeral and every moment is so rich and that's a testament to the writing." Lastly, Starr spoke on the emotional impact of the game and why we care so much about these pixels that became characters that mean a lot to us. The reason you cry is because there is so much joy to be lost," Starr said. "You can't have something that's just morose all the time. If these people who are so vibrantly brought to life by these actors, if we lose them, then you lose everything." For more, check out our Clair Obscur: Expedition 33 review and how the game sold 3.3 million copies in just 33 days. Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst, Instagram, and TikTok, and listen to his show, Talking Disney Magic.