Sandfall Interactiveโs award-winning turn-based RPG Clair Obscur: Expedition 33 is known for its gorgeous visuals and fantastic story that even its actors are still smitten with. However, part of being one of the best game of the year also requires you to be a fantastic game, which it thankfully is.
Speaking to Denfaminicogamer after taking home the Game of the Year Award at The Game Awards, game director Guillaume Broche explained that the entire point of Clair Obscur: Expedition 33โs intense, high-action battle system was to eliminate โfrustrating deathsโ.
โThe reason why dying feels frustrating in typical turn-based RPGs is because luck is often involved,โ Broche explained. โFor example, the boss might just attack the wrong character and thereโs nothing the player can do, or the boss has a random behaviour pattern thatโs impossible to counter. Deaths like these lead to dissatisfaction among players.โ (Translated by Automaton)
Broche explained that Sandfall went out of their way to design โa game that can be cleared without taking a single hitโ through the use of pattern recognition, parries and proper equipment managing. The game director revealed that mechanics that were unfair or too luck-based were purposefully removed to allow players to have that power trip if they were good enough.
“Even if Iโm told itโs impossible, I want to keep trying, even if it takes me three days.”
Sandfall Interactive’s Guillaume Broche
โTraditional turn-based RPGs feature a plethora of mechanics, such as status effects, buffs, and debuffs,โ he said. โDuring the design phase, we first considered, โCan a boss using this mechanic be defeated without taking any damage?โ If the answer was no, we didnโt use that mechanic in the first place.โ
Of course, that doesnโt mean every boss fight in the game is ridiculously easyโฆ at least not for most of us. Just like in many JRPGs, Clair Obscur: Expedition 33 has a number of โobviously overpoweredโ bosses in early areas for dedicated players to challenge, and thatโs something Broche purposefully wanted in the game.
โIn Western games, you donโt often see an obviously overpowered boss placed early on,โ Broche said. โOne of the reasons I love JRPGs is precisely this experience of challenging something and eventually overcoming it. Even if Iโm told itโs impossible, I want to keep trying, even if it takes me three days. And when I finally win, I become overwhelmingly stronger. That feeling is irresistible.โ
While every boss can be defeated without taking damage, Broche explained that theyโre also designed for players to die once, learn and try again with new knowledge. As long as youโve paid attention, and your reaction times are up to snuff, then you should be able to clear the game.
With Broche frequently discussing their love for JRPGs like Lost Odyssey and Final Fantasy X, itโs no surprise that the team has taken a lot of inspiration from the genre for its boss design. However, thereโs also a unique Western spirit in there, making for one of the most wholly unique game experiences this generation.



