One of the standout features of Clair Obscur: Expedition 33 is undoubtedly its captivating narrative. Surprisingly, a significant aspect of the storyline emerged from a dream experienced by the game’s lead writer. Caution: the following contains major spoilers for Clair Obscur, so continue only if you’ve completed the game.
In a recent episode of the Academy of Interactive Arts and Sciences’ interview series, Game Maker’s Notebook, lead writer Jennifer Svedberg-Yen revealed that during the development process, notably at the end of 2020, creative director Guillaume Broche decided that Sandfall Interactive would “start from scratch” on Clair Obscur. This decision frustrated her since they had just finalized a narrative bible for another story she had dedicated months to crafting. However, Svedberg-Yen also expressed excitement about the prospect of creating something brand new.
Among their sources of inspiration were a beloved French book that influenced Broche; Svedberg-Yen mentioned that while she hadn’t read it, the book revolves around “a group of people who are embarking on a quest into the unknown.” Additionally, Broche stumbled upon some artwork online that sparked ideas of a doomsday clock, possibly reflecting a giantess and themes surrounding mortality as the clock ticks down. “We thought that was a cool concept,” she noted.
Transforming Concepts into an Engaging Narrative
Initially, Clair Obscur: Expedition 33 was envisioned as a “completely different game set in Victorian England,” rather than the French turn-based RPG fans recognize today. When the team encountered creative roadblocks while attempting to merge these concepts, Svedberg-Yen found herself inspired by a personal short story she had been developing. This story, rooted in a dream, depicted a young woman who, after losing her mother early in life, discovers that her mother is alive and trapped within paintings—requiring her daughter to venture into the art to rescue her.
Svedberg-Yen explained, “Around that time we were stuck, and I realized, ‘Oh actually, this story might work with the premise, because, you know, paintings, painters, you know, it might work really well together.’” However, it was Broche’s mother who provided the crucial insight with her poignant remark about the worst fate being the loss of any of her children. This revelation served as the catalyst for the plot: the mother’s journey into the painting became the central conflict.
Character Development and Story Roots
In this revamped narrative, the mother evolved into Aline the Paintress, while the daughter was named Maelle. Additional family characters were introduced, including Renoir, the father, who was inspired by the grandfather in Svedberg-Yen’s original story. It’s remarkable to consider that the narrative, as it stands, has roots in a dream. Furthermore, Sandfall Interactive has hinted at possessing “great ideas for the next game,” leading to curiosity about what inspiration might arise from dreams in the future.
For more engaging experiences like Clair Obscur: Expedition 33, check out our compilation of the best RPGs and best JRPGs currently available.