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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

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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

I Tried an Air Purifier Designed to Filter Out Weed and Cigarette Smoke

Just because you celebrate 420 doesn’t mean you want the smell of smoke. A new specialty filter from GermGuardian helps keep things fresh.

In the US and globally, April 20 has become an unofficial holiday for weed smokers. While vaping, gummies and edibles are increasingly popular, a fair number of people still light up for a smoke, and that can result in a lingering odor many find unpleasant.

I’m one of those people, and GermGuardian’s new FLT420B air purifier filter is designed to remove cannabis smoke more effectively than standard air purifier filters.
«As cannabis use becomes more widely accepted, we recognized a real gap in the market for a filter purpose-built to tackle cannabis smoke odors, not just mask them,» said Rukky Ojakovo, senior director of heaters and air quality at Guardian Technologies. «In our two-week in-home test, over 90% of users rated it very effective at reducing cannabis odor.»

I’ve been using the FLT420B filter in my home with a GermGuardian AC4880B air purifier for several weeks now, and I’ve been impressed with just how effectively it tackles smoke odors. In my case, the odor is more from cigarette smoke than marijuana (I had the misfortune of indoor smokers moving into the unit below me). The FLT420B filter has been effective at tackling the smell.

«While the FLT420B was engineered specifically for cannabis smoke, its advanced odor-control media targets VOCs [volatile organic compounds] broadly, making it effective against other herbal smoke as well,» Ojakovo told me over email.

According to GermGuardian, the filter is 300 times more effective than standard HEPA smoke filters and targets odor-causing VOCs at the «molecular» level. The company says it can remove cannabis odor within 90 minutes. Though I’m not a marijuana smoker myself — I’m very sensitive to bad odors, and I have two asthmatic cats — I’m planning on testing this soon by using cannabis-scented incense sticks.

In the meantime, to test this, I placed the entire AC4880B air purifier unit, with the smoke filter installed, in a closet in my wife’s office and shut the door. Using the UV-C sanitizing light, which can generate a small amount of safe ozone, the entire closet was effectively deodorized in about 24 hours.

I asked Ojakovo what played the largest role in clearing the odor from the closet. The filter was the primary driver. 

«The FLT420B’s advanced odor-control media is specifically designed to capture VOCs and lingering odors like cigarette smoke,» Ojakovo said. «The UV-C light is great for reducing airborne bacteria, germs, and mold spores, but is less targeted toward chemical-based smoke odors specifically.»     

Interestingly, even after I pulled it out of the closet, the air inside has stayed deodorized, though sealing gaps and cracks likely helped.

To further test how well the filter cleared smells, I moved the GermGuardian unit to my galley kitchen and placed it by my trash cans. There’s not much ventilation in there, and I have a gas range, so there are plenty of VOCs. I’ve left it there for over a week now, and since then, I’ve noticed a distinct reduction in stale cooking smells and a general improvement in air quality, verified by an air quality monitor

«Since the FLT420B is designed to tackle VOCs, it can certainly help with cooking-related odors and gases,» said Ojakovo, while also pointing out that the company sells filters designed for kitchen use specifically. «For heavier kitchen use near a gas range, we’d recommend exploring our broader lineup of filters, designed for specific use cases.» 

Now, if you suffer from allergies, you may want to consider a different air purifier model, but for VOCs, it’s been one of the more effective ones I’ve used. 

Price and availability

The FLT420B will work with GermGuardian’s most widely used air purifiers, including the AC4880, AC4825E, AC4300, AC4825, AC4870, AC4820, AC4900, AC4850PT, CDAP4500 and AP2200CA. If you own one of those models, it’s simply a matter of purchasing the FLT420B filter from Amazon (currently out of stock) or directly from Guardian Technologies for $40. 

If you’re a new customer, you can buy the model with the features you prefer and pair it with a filter that suits your use case. 


Editor’s note: While cannabis has been legalized for medical and even recreational use in some states, marijuana and products containing THC are still a Schedule I drug under US federal law. Always exercise caution and judgment when consuming cannabis or any other controlled substance.

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‘Han Solo Wants to Be Me’: Artemis II’s Victor Glover on Flying the Orion

CNET spoke with the Artemis II astronaut and pilot about seeing parts of the moon that no other human has seen before and getting to manually fly a spacecraft.

Even if you’re 250,000 miles from Earth, sleep is important. However, for all the life-sustaining accoutrements aboard the Orion spacecraft, the capsule lacked bedrooms, leaving the four-person Artemis II crew with a truly bizarre sleeping arrangement.

«I slept really close to an air conditioning vent. And so I’d wake up and I just see this big hunk of metal,» Glover told CNET during a video call. «And it was like, ‘Oh, I’m in space. I am weightless.'»

Sleep wasn’t just a means for the astronauts to recharge; it also grounded them during their historic journey. Glover explained, «What really resonated with me is we’re also humans. It’s like camping, and this is a very important part of this journey.»

Artemis II was the first crewed mission to the moon in over 50 years. It followed Artemis I, a 2022 uncrewed mission that was the first for NASA’s new Space Launch System rocket and Orion spacecraft. The goal for Artemis II was to have a crew test the spacecraft, life support systems, the SLS rocket and the procedures needed for future lunar missions that will involve landing on the moon and eventually building a base there.

Glover, the Orion’s pilot, along with commander Reid Wiseman and mission specialists Christina Koch and Jeremy Hansen, made up the Artemis II crew. The mission made a lot of history. It’s the first time a woman, a Black man or a Canadian has journeyed to the moon. The four Artemis II astronauts traveled 252,756 miles from Earth, farther than any other human being, surpassing the record set by the 1970 Apollo 13 mission.

This wasn’t Glover’s first time in space. In 2020, with a Falcon 9 rocket for liftoff, he piloted the Crew Dragon capsule to and from the International Space Station for NASA’s SpaceX Crew-1 mission, spending over 167 days in space. But Artemis II gave Glover the opportunity to be the first to fly the Orion, a new vehicle designed for Artemis missions. For the majority of the nearly 10-day journey, Orion was on autopilot. But Glover had several opportunities to take manual control of the spacecraft to test its handling.

«It was such a treat and a joy,» Glover said about flying the Orion. «It was a test pilot’s dream to fly a new spaceship for the first time by hand.»

Even after spending time training to fly in a simulator back on Earth, he was surprised by how responsive the Orion’s hand controller was and by the clarity of the cameras, used to maneuver the craft around the Interim Cryogenic Propulsion Stage that holds the fuel for the upper stage of liftoff. He said the view from the cameras and monitors was like «looking out a window.»

When I asked Glover if he felt like Han Solo when piloting the Orion, he retorted, «Han Solo wants to be me when he grows up!» Throughout my interview, Glover was gracious, passionate and funny.

«I get to do stuff that’s cooler than Han Solo. I mean, just the fact that it’s real, it’s better.»

While landing on the moon wasn’t in the cards for this trip, the Orion crew traveled about 4,000 miles beyond the moon, allowing them to see parts of the moon that had never been seen before. For comparison, Apollo missions flew about 70 miles above the moon to make landings, limiting how much of it they could actually see.

The images that Glover and the crew took of the moon were stunning. Shots like the Earthset were a reminder of how beautiful our planet is and our place within the solar system. The astronauts even witnessed a total solar eclipse as they rounded the far side of the moon. But none of the photos they took compares to what they saw, according to Glover.

«I could see the curvature of the moon. Depth is just one aspect that you cannot see in the pictures. But here’s the other thing, the pictures lack scale.»

For the lunar flyby, the Orion was moving fast: 60,863 mph relative to Earth, but only 3,139 mph relative to the moon, according to NASA. The speed meant the shadows across the surface were constantly morphing into different shapes. Glover was particularly enamored with the moon’s terminator, where the light and dark sides of the moon meet. The terminator isn’t fixed and depends on the moon’s position relative to the sun. As Orion moved, it transformed into various shapes that looked like letters of the alphabet.

«People know, I fell in love with the terminator when I got to see the real one up close. I watched the terminator go from a letter C to a letter D, which means there was a point when the moon was half light, half dark. It was pointing right at me.»

Artemis II’s lunar flyby was a highlight of the journey for many of us on Earth, in part because we could watch it in real time on streaming services like Netflix. Nearly the entire mission was streamed live on NASA’s website and YouTube channel, making it feel like a reality show. One minute you’re watching the crew eat, work out, take photos of the moon; the next, there’s a random jar of Nutella floating by one of the cameras. I asked Glover whether it felt like he was on a TV show while on the Orion.

«It did not feel like a reality show on my end,» said Glover. «For you to see the science and hear us describing the moon, and to see us flying the spaceship by hand, and to see bedtime and bath time and teeth brush time, that’s what it’s like. The mission was all of those things.»

Glover was ecstatic to hear how I and others felt so connected to the crew during their mission. He said it was important to NASA to let the world in on everything it took to send four people a quarter of a million miles away.

«I think that maybe one of the really, most special things about this mission is how much you were able to see,» Glover said with a smile. «It makes me feel good that you felt like you were there.»

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Artemis II’s Victor Glover Chats With CNET

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