Clair Obscur: Expedition 33’s Combat Design Inspired by JRPGs
(Image credit: Kepler Interactive)
In an intriguing twist, Clair Obscur: Expedition 33’s turn-based and parryable combat has become a highlight of the game. Director Guillaume Broche recently shared insights on this aspect in an interview with Japanese outlet Denfaminicogamer, translated by Automaton. What stands out is how this French team at Sandfall Interactive adopted design choices reminiscent of classic Japanese games.
Broche explains that the team’s approach to combat is deeply influenced by their love for challenging gameplay, stating that “Expedition 33 is kind of like Sekiro with a beret and a cigarette.” This philosophy is reflected in the game’s tendency to confront players with intense boss battles right off the bat. He contrasts this with what he sees as a rarity in Western games: “One of the reasons I love JRPGs is precisely this experience of diving headfirst into a challenge. I want to keep trying, even if it feels impossible—I might spend three days on it. Then, when I finally conquer that struggle, I feel significantly more powerful. That sensation is so appealing.”
This philosophy isn’t just about the struggle; it works the other way too. Broche notes that if the game can obliterate players, it should also empower them to bend its mechanics to their will. Co-director Hiroyuki Kobayashi, a veteran from Capcom who now leads the team at Stupid Never Dies studio GPTRACK50, adds that players who grasp boss patterns can potentially triumph at Level 1. Broche emphasizes this dynamic further: “It’s a game that can be completed without taking a single hit. During the design phase, our primary question was, ‘Can a boss utilizing this mechanic be beaten without sustaining damage?’ If the answer was no, that mechanic was scrapped.”
It’s clear that both Broche and Kobayashi have made noteworthy contributions to the genre, with the insights from Clair Obscur: Expedition 33 being particularly valuable. As Kobayashi points out, “cutting unnecessary elements” is critical for polishing their upcoming kung fu action RPG, illustrating the importance of refinement in game design.
