Technologies
Clair Obscur Expedition 33 Review: An Achingly Beautiful French Spin on the JRPG Formula
Sandfall Interactive weaves sharp, complex combat through an irresistible story about living in an age of death.
The Japanese RPG genre so venerates its icons, like the Final Fantasy and Dragon Quest series, that new games in its tradition replicate rather than innovate. It took a studio halfway around the world, in France, to make a JRPG that stands out of those titans’ shadows — one so starkly novel in its world and systems that it tells a story you don’t want to put down.
Clair Obscur: Expedition 33, the debut game from French studio Sandfall Interactive, achieves a bundle of superlatives. From the writing to the worldbuilding to the combat to the music, it’s easy to find aspects that are individually excellent. But more importantly, they weave together into a cohesive and thematically potent game that tells a mature story with confidence and style, packing a certain (forgive me) je ne sais quoi that immersed me in a world of passion and loss.
Expedition 33’s story explores a fantasy land at the mercy of a super-powerful being, the Paintress, who has been culling humanity once a year for generations. On a certain day, the residents of seemingly the only city left, Lumière (a devastated Paris, overrun with rubble and vines), bittersweetly gather to bid their loved ones adieu. They watch as, far off in the distance, the Paintress lowers a glowing, omnivisible number by one. Slowly, anyone that age disappears into dust, and humanity’s age limit is reduced again.
Lumière resists by sending armed groups of volunteers over the ocean into the wilderness every year to defeat the Paintress — and though they’ve been so far unsuccessful, the tradition lives on, populated by desperate believers and older soldiers choosing to use their little time left to challenge fate.
Gathering a collection of plucky adventurers to take on God for the sake of the world is textbook JRPG, but the tones of most games in the genre oscillate between the puerile extremes of naive optimism and cynical nihilism. Sandfall Interactive’s story instead envisions characters embarking from a society fluent in despair and still taking action, channeling anxiety into a belief in resolute progress. Throughout the game, the main characters repeat their city’s mantras: «For those who come after,» and, «Tomorrow comes.» Earning meaning, even in a slowly constricting apocalypse.
Through the game’s commitment to its tone, its prism of beauties shines through. The plot, alternating between sublime wonder of a vibrant new land and brutal reckonings in a world without sympathies, is full of surprises. The music is tenderly emotional, with haunting piano and violin arranged by composer Lorien Testard and achingly, hauntingly beautiful singing by Alice Duport-Percier for an hours-long original soundtrack, as Expedition 33 producer François Meurisse told me.
The wild, friendly characters you meet, the stunningly gorgeous environments, dappled with light and shadow, the truly excellent English voice cast — the game is a symphony of well-executed elements that combine into something new.
That alchemy of novelty leads to a feeling that’s rare among JRPGS, let alone games as a whole: Frequently along the way, I truly didn’t know what to expect next. For gamers jaded by tropes and tradition, a game grappling with death in uncharted territory is like water in a desert.
All of which wouldn’t matter if the game wasn’t a riot to play.
Fighting against fate with soulslike turn-based combat
Unlike more open-ended RPGs such as this year’s Avowed and The Elder Scrolls 4: Oblivion Remaster or 2023’s excellent Baldur’s Gate 3, there isn’t any choice in how Expedition 33’s story goes — at least as far as I’ve experienced in a little over 20 hours of the game. Where you do get control is in the battle system, which provides some of the most interactive turn-based fights I’ve ever played.
That’s primarily due to the reactive capabilities built into the system. Players can press a button to dodge when enemies attack with a pretty generous window. Those with more confidence can try to parry attacks, and if done for the entire enemy combo, the character will counter for severe damage. It took me around a dozen hours to be confident enough in timing to successfully parry attacks, though you can reduce the difficulty or equip particular abilities to mitigate that. Later in the game, there are even more enemy attack mechanics.
The defense system was inspired by FromSoftware games like Dark Souls and Elden Ring, though there are also parts of the game inspired by Final Fantasy 10 and Persona 5, producer Meurisse told me. The latter is evident when switching between submenus in combat, which slightly shifts the camera view — «every button you click triggers some camera movement,» Meurisse said.
The cast of characters you gather isn’t large, but each has unique skills and their own distinct mechanic that functions almost like a turn-by-turn mini-game to ramp up damage potential. For protagonist Gustave, attacking builds up charges to unleash in a massive lightning attack; Lune the mage gets elemental «stains» after casting spells that can be spent to empower later spells; the fencer Maelle switches between stances every time she uses a skill.
Some other aspects are more conventional, with a range of status effects that can be applied to enemies like a damage-over-time burn, a slow or marking the enemy to take higher damage. But players can also, through guns or unspecified magic, shoot enemies to target weak points. Each shot costs AP, the resource used to also power spells and skills, so it takes some restraint not to gleefully fire off volleys.
Which is a lot to keep in mind already, but the Picto system escalates the complexity. Pictos are essentially bonus passive abilities that characters can equip up to three of at a time. After a handful of battles, they can unequip the PIcto and add its ability to their character, provided they have enough ability points to afford it. Juggling this budget is key to the late game and, incidentally, to breaking the combat altogether: Many of these Pictos offer bonus damage or effect if conditions are met, like they attack an enemy that already has a status effect. With scores of these Pictos picked up across the game, players can make builds and synergize between characters to rack up dizzying damage totals.
Mastering the deep combat and deeper Picto system is a joy for the RPG fan who loves diving into granular strategies, making short fights and long boss battles more engaging and interactive than most other JRPGs. It satisfies a crunchy part of the brain that delights in overclocking a system willingly ripe for abuse from the determined player. And it serves as both a distraction from and a harmony with the themes of the game — of companions soaked in a lifetime of death vainly endeavoring to stop it for «those who come after» until, inevitably, they’re cut down too.
Expedition 33’s dance with death and meaning
When I heard that a French game studio was taking on the venerable JRPG genre, I jokingly wondered how many berets, baguettes and mimes would make it in. Plenty, it turns out, as you can fight some surreal, optional and tough mime mini-bosses. Do so and claim ridiculous but chic outfits for the main characters wearing sunglasses, berets and long loaves of bread strapped to their backs like swords.
Expedition 33 embraces this oddness as a complement to its melancholy tone, and it’s all the richer for it. There’s something beyond the stereotypical French organ music and mimes that Sandfall Interactive admirably threw in — a desire to tell a story not just about a different world but how people muddle through its severe and unfair limits to reach some meaningful end anyway. In the absence of JRPG tropes like the plucky, annoying protagonist ticking off Joseph Campbell’s heroic checklist, Expedition 33 is populated with somber realists devoted to each other but expecting loss, all in dedication to a future they believe they won’t see.
Expedition 33 was partly inspired by a 2004 French novel called La Horde du Contrevent («The Horde of Counterwind»), Meurisse said, a cult classic telling the story of successive expeditions of people sent to find the origin of world-warping winds. Similarly, the Paintress ticking down humanity is an unknowable force at the world’s edge, and pushing back against her seems futile.
Over the course of the game, I discovered journals from previous years’ expeditions, each trying a new way to succeed where others failed, some ending humorously or ignobly, others in a grim blaze of glory. But I found their bodies regardless, locked in a final pose, bronzed in a strange process as begets all humans venturing beyond their city — a marker for those who follow, and hopefully, surpass.
The strange landscape beyond Lumière is forever changed by the Fracture, a calamity that happened a century ago before the Paintress started ticking down humanity’s clock. In its wake, islands float in the sky and antediluvian buildings meld into dirt and rock. With the light dappling through the trees or around airborne archipelagos, I frequently stopped to stare at the landscapes, as beautifully alien to me as to the characters of the game. I’ve racked up over a hundred screenshots, mostly of areas where I was struck with awe.
Clair Obscur Expedition 33 Screenshots: Beauty and Wonder in a World of Death
In chatting with Meurisse, I asked him what was uniquely French about the game, and he listed the clothes and architecture inspired by France’s Belle Epoque era of the late 1800s and Art Deco stylings, which are featured in the gilded gold-and-black walls of the doomed buildings, long abandoned and entombed in the dirt beyond humanity’s reach. But there’s another perspective blended into Expedition 33 that is different and fresh — creating a world where its characters still bask in wonder even when swimming in death.
I did, too.
Expedition 33 will be celebrated for its many excellences, and deservedly so. But above all, it tells an adult story about what’s left for us when the future is ripped away bit by bit — and why it’s worth fighting against the inevitable anyway. You never know what wonder you’ll get to see before the end.
Clair Obscur: Expedition 33 is available now on PC, PS5 and Xbox Series X and S.
Technologies
Google races to put Gemini at the center of Android before Apple’s AI reboot
Google is using its latest Android rollout to position Gemini as the AI layer across phones, Chrome, laptops and cars.
Google is using its latest Android rollout to make Gemini less of a chatbot and more of an operating layer across the phone, browser, car and laptop, just weeks before Apple is expected to show its own Gemini-powered Apple Intelligence reboot at WWDC.
Ahead of its Google I/O developer conference next week, the company previewed a number of Android updates, including AI-powered app automation, a smarter version of Chrome on Android, new tools for creators, a redesigned Android Auto experience, and a sweeping set of new security features.
Alphabet is counting on Gemini to help Google compete directly with OpenAI and Anthropic in the market for artificial intelligence models and services, while also serving as the AI backbone across its expansive portfolio of products, including Android. Meanwhile, Gemini is powering part of Apple’s new AI strategy, giving Google a role in the iPhone maker’s reset even as it races to prove its own version of personal AI on the phone is further along.
Sameer Samat, who oversees Google’s Android ecosystem, told CNBC that Google is rebuilding parts of Android around Gemini Intelligence to help users complete everyday tasks more easily.
“We’re transitioning from an operating system to an intelligence system,” he said.
As part of Tuesday’s announcements. Google said Gemini Intelligence will be able to move across apps, understand what’s on the screen and complete tasks that would normally require a user to jump between multiple services. That means Android is moving beyond the traditional assistant model, where users ask a question and get an answer, and acting more like an agent.
For instance, Google says Gemini can pull relevant information from Gmail, build shopping carts and book reservations. Samat gave the example of asking Gemini to look at the guest list for a barbecue, build a menu, add ingredients to an Instacart list and return for approval before checkout.
A big concern surrounding agentic AI involves software taking action on a user’s behalf without permissions. Samat said Gemini will come back to the user before completing a transaction, adding, “the human is always in the loop.”
Four months after announcing its Gemini deal with Google, Apple is under pressure to show a more capable version of Apple Intelligence, which has been a relative laggard on the market. Apple has long framed privacy, hardware integration and control of the user experience as its advantages.
Google’s Android push is designed to show it can bring AI deeper into the device experience while still giving users control over what Gemini can see, where it can act and when it needs confirmation.
The app automation features will roll out in waves, starting with the latest Samsung Galaxy and Google Pixel phones this summer, before expanding across more Android devices, including watches, cars, glasses and laptops later this year.
The company is also redesigning Android Auto around Gemini, turning the car into another major surface for its assistant. Android Auto is in more than 250 million cars, and Google says the new release includes its biggest maps update in a decade and Gemini-powered help with tasks like ordering dinner while driving.
Alphabet’s AI strategy has been embraced by Wall Street, which has pushed the company’s stock price up more than 140% in the past year, compared to Apple’s roughly 40% gain. Investors now want to see how Gemini can become more central to the products people use every day.
WATCH: Alphabet briefly tops Nvidia after report of $200 billion Anthropic cloud deal
Technologies
Waymo recalls 3,800 robotaxis after glitch allowed some vehicles to ‘drive into standing water’
Waymo issued a voluntary recall of about 3,800 of its robotaxis to fix software issues that could allow them to drive into flooded roadways.
Waymo is recalling about 3,800 robotaxis in the U.S. to fix software issues that could allow them to “drive onto a flooded roadway,” according to a letter on the National Highway Traffic Safety Administration’s website.
The voluntary recall is for Waymo vehicles that use the company’s fifth and sixth generation automated driving systems (or ADS), the U.S. auto safety regulator said in the letter posted Tuesday.
Waymo autonomous vehicles in Austin, Texas, were seen on camera driving onto a flooded street and stalling, requiring other drivers to navigate around them. It’s the latest example of a safety-related issue for the Alphabet-owned AV unit that’s rapidly bolstering its fleet of vehicles and entering new U.S. markets.
Waymo has drawn criticism for its vehicles failing to yield to school buses in Austin, and for the performance of its vehicles during widespread power outages in San Francisco in December, when robotaxis halted in traffic, causing gridlock.
The company said in a statement on Tuesday that it’s “identified an area of improvement regarding untraversable flooded lanes specific to higher-speed roadways,” and opted to file a “voluntary software recall” with the NHTSA.
“Waymo provides over half a million trips every week in some of the most challenging driving environments across the U.S., and safety is our primary priority,” the company said.
Waymo added that it’s working on “additional software safeguards” and has put “mitigations” in place, limiting where its robotaxis operate during extreme weather, so that they avoid “areas where flash flooding might occur” in periods of intense rain.
WATCH: Waymo launches new autonomous system in Chinese-made vehicle
Technologies
Qualcomm tumbles 13% as semiconductor stocks retreat from historic AI-fueled surge
Semiconductor equities reversed sharply after a broad AI-driven advance, with Qualcomm suffering its worst day since 2020 amid inflation concerns and rising oil prices.
Semiconductor stocks fell sharply on Tuesday, reversing course after an extensive rally that had expanded the artificial intelligence investment theme well past Nvidia and driven the industry to unprecedented levels.
Qualcomm plunged 13% and was on track for its steepest single-day decline since 2020. Intel shed 8%, while On Semiconductor and Skyworks Solutions each lost more than 6%. The iShares Semiconductor ETF, which benchmarks the overall sector, fell 5%.
The sell-off came after a key gauge of consumer prices came in above forecasts, and as conflict in Iran pushed crude oil higher—prompting investors to shift away from riskier assets.
The preceding advance had widened the AI opportunity set beyond longtime industry leader Nvidia, which for much of the past several years had largely carried the market to new peaks on its own.
Explosive appetite for central processing units, along with the graphics processing units that power large language models, has sent chipmakers to all-time highs.
Market participants are wagering that the shift from AI model training to autonomous agents will lift demand for additional AI hardware. Among the beneficiaries are memory chip producers, which are raising prices as supply remains tight.
Micron Technology slid 6%, and Sandisk cratered 8%. Sandisk’s stock has surged more than six times over since January.
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