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

At GDC 2025, the producer explains what the French studio brings to a modern JRPG, from combat to music to art and more.

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.

Technologies

Fable Reboot Set for Fall 2026 as RPG Franchise Debuts on PS5

It’s a big world where you can do almost anything you want.

Microsoft held a Developer Direct on Thursday to focus on just a few games coming to the Xbox platform this year. One of the titles shown was the return of a once-dormant series. 

Fable is a longtime Xbox exclusive that started back in 2004, and it’s been more than a decade since the last entry. Developed by Playground Games, best known for the Forza Horizon series, this new Fable game will expand on the roleplaying mechanics of the original to create an experience where players’ choices affect the world. 


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When does Fable come out? 

Fable is set to be released in autumn 2026. 

What platforms will Fable be released on? 

Fable is currently planned for PC, Xbox Series X and S consoles and PS5. This marks the first time the franchise will be available on a PlayStation. A Switch 2 version is reportedly under consideration

Will Fable be available on Xbox Game Pass?

Yes. Fable will be a Day 1 release for Xbox Game Pass, meaning subscribers will be able to play for no extra cost on the day of release. 

What is Fable? 

Fable is an RPG franchise that started back in 2004 on the original Xbox. The concept behind the game, originally developed by famed developer Peter Molyneux and Lionhead Studios, was a world that would react to the player’s actions, whether it’s people shocked by the character’s evil deeds or individuals holding grudges for years over something the player did. 

The last mainline entry of the Fable franchise came in 2010 with Fable 3 for the Xbox 360. There were multiple spinoffs since then, such as Fable Heroes, Fable Fortune, Fable Coin Golf and Fable: The Journey. 

What’s the story of the new Fable? 

Like with other Fable games, this new entry starts with the hero as a child. At some point early on, their hero powers emerge and, after a time jump, they become an adult. Where the hero goes will be up to the player, as there is no set path to take once they leave their village, where, one day, the inhabitants turn to stone. 

The developer says there are more than 1,000 NPCs with their own personalities and routines, and that every town is functional, down to the exact number of beds for all the townfolk. Characters have jobs and their own schedules, which adds an extra dimension to these typically mundane, background characters. 

Players can progress right through the story, or they can just live in a random town and stay there for as long as they want. 

What kind of choices will players be able to make in Fable? 

There will be plenty of decisions to make in Fable, from buying a home, getting a job or romancing a villager. Players can start a business, hire villagers to work for them, or buy property to rent out. 

Every decision made earns the hero a reputation, such as being a rich tycoon, and villagers will have their own unique reaction to that reputation. This means not every character will view your character the same way. There will also be choices made that can affect the world. 

One example the developer noted was a character who developed a magic potion that could change a person’s size. This character will eventually grow into a giant, and depending on the player’s decision, can die outside of the village. Leaving the giant’s body there can provoke reactions from the townfolk, including a drop in home prices. 

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Technologies

Google Photos Adds AI-Powered Meme Creation With ‘Me Meme’

Meme it up with photos of your cat, or your friend, or whatever funny photos your camera roll holds.

Do you have a great cat photo you just know could go viral? Google’s new AI feature, Me Meme, lets Google Photos turn photographs into memes, those sassy captioned photos that sometimes express the exact right sentiment. Choose a Google template, then upload your own funny photo, and AI will transform it into a meme.


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To use Me Meme:

  1. On your device, open the Google Photos app.
  2. At the bottom, tap Create and then Me Meme.
  3. Select a template. 
  4. Tap Add photo.
  5. Select the photo you want to upload.
  6. Tap Generate.
  7. After the meme is generated:
  • To save the meme: Tap Save.
  • To generate again: Tap Regenerate.
  • To share on other platforms: Tap Share.

I have a Google Pixel 9, and while my Photos app is up to date, the option didn’t appear for me as of Friday. 

At CES 2026, Google executive Sameer Samat told CNET that the company wanted to make its AI tools, including Nano Banana and Gemini, more useful. While meme-making might not be the most practical AI use, it is something anyone can try.

A representative for Google did not immediately respond to a request for comment.

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Technologies

Today’s NYT Connections Hints, Answers and Help for Jan. 24, #958

Here are some hints and the answers for the NYT Connections puzzle for Jan. 24 #958.

Looking for the most recent Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle, Connections: Sports Edition and Strands puzzles.


Today’s NYT Connections puzzle is a bit challenging, especially the purple category, as always. Read on for clues and today’s Connections answers.

The Times has a Connections Bot, like the one for Wordle. Go there after you play to receive a numeric score and to have the program analyze your answers. Players who are registered with the Times Games section can now nerd out by following their progress, including the number of puzzles completed, win rate, number of times they nabbed a perfect score and their win streak.

Read more: Hints, Tips and Strategies to Help You Win at NYT Connections Every Time

Hints for today’s Connections groups

Here are four hints for the groupings in today’s Connections puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.

Yellow group hint: Think Muhammad Ali.

Green group hint: We won!

Blue group hint: Fashion element.

Purple group hint: Winter weather.

Answers for today’s Connections groups

Yellow group: Gear for a boxer.

Green group: Championship.

Blue group: Kinds of necklines.

Purple group: Snow ____.

Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words

What are today’s Connections answers?

The yellow words in today’s Connections

The theme is gear for a boxer. The four answers are gloves, mouthguard, robe and shorts.

The green words in today’s Connections

The theme is championship. The four answers are award, crown, cup and title.

The blue words in today’s Connections

The theme is kinds of necklines. The four answers are boat, crew, halter and scoop.

The purple words in today’s Connections

The theme is snow ____. The four answers are cone, globe, leopard and pea.


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