Friday, December 12th 2025

Clair Obscur: Expedition 33 Wins GOTY at The Game Awards 2025, Gets Big Patch with FSR 4 and More Content

Clair Obscur: Expedition 33, made by the independent French video game developer Sandfall Interactive, is the big winner at The Game Awards 2025 in Los Angeles, taking home the coveted "Game of the Year" award, as well as the "Best Game Direction" and "Best Narrative" awards. In case you missed it, Clair Obscur: Expedition 33 was nominated in a total of twelve categories. Launched in April, Clair Obscur: Expedition 33 got some of the best reviews and has sold over 5 million units worldwide.

To celebrate the win, Sandfall Interactive released the Thank You update trailer, as well as the new free game update, bringing new content with a new playable environment, new music tracks, new boss battles in the Endless Tower, new Luminas and Weapons, official Photo Mode, new localizations, new quality of life and performance improvements across all platforms, including certification for Steam Deck and ROG Xbox Ally handhelds, as well as the official AMD FSR 4 Redstone support.
Here is the new trailer and you can check out the full Patch 1.5.0 release notes below.


Patch 1.5.0 Notes!
Content updates, fixes and changes in 1.5.0
New Content
  • Verso's Drafts, a new playable environment, taking the characters of Expedition 33 to a brand-new location with new enemy encounters and surprises to discover
    • Located on the World Map, next to Lumière - Accessible from Act III
    • Esquie's Underwater ability is required!
  • New text and UI game localizations into Czech, Ukrainian, Latin American Spanish, Turkish, Vietnamese, Thai, and Indonesian, bringing the total number of supported languages to 19, with more to come!
  • New costumes for each member of the Expedition, giving even more customization options for players throughout their adventure
  • New boss battles for late-game players to overcome in the Endless Tower - They are variations of iconic bosses from the main game, designed to be even more challenging
  • Added new Luminas and Weapons
  • Added the "Old Key" quest item to the final area of the game - Previously obtainable only during the Prologue, this addition gives players a second chance to collect all journals within a single playthrough
New Features
  • Added Photo Mode with plenty of settings and options for players to get creative with while capturing your favourite moments from the game, accessible at any time from the pause menu!
  • Added Lumina Sets feature, allowing players to save up to 50 different lumina loadouts for adapting to plenty of different fighting tactics at any moment
  • Added Abandon Battle option in the pause menu which can now be opened in battle
  • Added HUD Scale setting, allowing players to adjust the size of in-game HUD elements from 80% to 120%
  • Added FSR 4 support, including AMD temporal upscaling for sharper visuals and Frame Generation for smoother gameplay on compatible GPUs
  • Added new filters for Pictos and Luminas and improved the UI
  • Added input remapping for controller
Handheld PC improvements
  • The game is now certified on Steam Deck and ROG Xbox Ally!
  • Global improvement of text legibility
  • Fixed multiple fog and lighting issues:
    • Overly intense effects during the Flying Manor boss fight (which also impacted some cinematics)
    • Overexposed areas in the Visages
    • Overly dark areas in the Endless Tower
  • Fixed FPS being capped at 30 on Steam Deck
  • VSync can now be properly disabled in the settings when playing on Steam Deck
  • Graphic settings are now adjusted for Steam Deck users
  • Improved first-time setup flow:
    • Controller input is now supported in installation wizards (no longer touchscreen-only)
  • External controllers now switch seamlessly with the Steam Deck controls
Bug Fixes
  • Fixed an issue where using Battle Retry after a cinematic or automatic trigger could spawn the player out of the world if the last save was created in a different location
  • The playtime displayed on save files now accurately reflects total playtime, including time spent on Game Overs (Note: this fix does not retroactively update existing save files.)
  • Fixed inventory behaviour so that sort order now persists after closing the game menu
  • Fixed issue preventing Intel XeSS Frame Generation setting from being accessible on PC Game Pass
  • Fixed an issue where the usage of particular diacritic marks (e.g. ^, ~, ', ') in Windows is blocked after launching the title
  • Fixed Breaking Death always breaking all enemies when the character dies, it should only break the enemy that killed the character - As a result, it shouldn't work when the character kills themself anymore
  • Characters' turn order during a First Strike, triggered by attacking an enemy on the map, now correctly respects characters' Speed
  • Fixed Boucharo giving +150% Critical chance instead of +50% Critical chance
  • Fixed some Luminas giving unintended hidden +10% damage:
    • Sweet Kill
    • Teamwork
    • Dead Energy II
    • First Strike and others
We are still working on adding more fixes and additions to the list of languages to include even more! So stay tuned for those. In the meantime, we hope you have fun!!
~ The Expedition 33 Team
Sources: Clair Obscur: Expedition 33 website, Clair Obscur: Expedition 33 Patch 1.5.0 notes on Steam, The Game Awards
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33 Comments on Clair Obscur: Expedition 33 Wins GOTY at The Game Awards 2025, Gets Big Patch with FSR 4 and More Content

#1
Vayra86
Verified on Deck? I wonder what FPS you'll get lol

But damn that might be a great place for a replay.
Posted on Reply
#2
Prima.Vera
This reminds me of Everything Everywhere All at Once wining the Oscars... Probably the worst movie in the history of cinema.
This game, sorry to say it, but it so overrated, is beyond common sense and comprehension. I personally couldn't wait to finish it, to be done with it, but the ending was even worst than the entire weird game.. like w.t.f.
Btw, the Kojima's walking simulator how many awards did it get? :laugh::laugh::laugh:
Posted on Reply
#3
Vayra86
Prima.VeraThis reminds me of Everything Everywhere All at Once wining the Oscars... Probably the worst movie in the history of cinema.
This game, sorry to say it, but it so overrated, is beyond common sense and comprehension. I personally couldn't wait to finish it, to be done with it, but the ending was even worst than the entire weird game.. like w.t.f.
Btw, the Kojima's walking simulator how many awards did it get? :laugh::laugh::laugh:
It is indeed very different and crosses boundaries lots of gamers never saw combined - and merges them into solid execution. That's rare, unique, and worthy of GOTY, even if its not up your alley.

The soulslike dodge in what is otherwise a pretty passive rpg battler for example. But if you take a step back, everything in this game is odd, and all the rules of what a game is supposed to be ordered like are broken.

Examples
- There is no linear progression; pictos are designed to escape that entirely and instead 'think in exponential increases'. Most games avoid that and carefully control linear scaling - especially RPGs.
- You need zero RPG progression to progress. A good dodger is just as effective in completing the game (and probably better at Simon...) than the number crunching player. But both can win. If you lack both qualities/preferences in your gaming, this game is not for you, but if you have either one... this game is a must play.

- Most RPGs litter the game with barely interesting fights. Claire Obscur gives you way fewer fights, but makes every single one meaningful or challenging. The game never feels grindy, where most RPGs do.
- The art direction and the design of the world and the enemies. The mimes, the misrepresentation of good and evil (and turning black/white points of view into many shades of gray), the way you have to approach the majority of the battles (adapt, rather than overcome). None of it is regular RPG fare, its more of a puzzle waiting to be put together. This also applies to the way the world is presented to you: you can enter tons of locations at any given time, and depending on your progress, you'll play a radically different challenge. What applies to winning combats in terms of strategy, also applies to how you approach the game world. You can literally get a level 20 super OP Picto right after you finish the prologue, for example. Or you fail that challenge and don't - but both players will finish the game.

- The absolutely excellent narrative, drenched in emotion and constantly playing with your own perspective on the characters in the game. There is a sense of wonder around and within the game. A creative journey, you could say. And like most things in art, it is not for everyone.
Posted on Reply
#4
TSiAhmat
oh sh*t! Finally official fsr 3.1/4 support.

Time to pick it up again~
Posted on Reply
#5
dyonoctis
Prima.VeraThis reminds me of Everything Everywhere All at Once wining the Oscars... Probably the worst movie in the history of cinema.
This game, sorry to say it, but it so overrated, is beyond common sense and comprehension. I personally couldn't wait to finish it, to be done with it, but the ending was even worst than the entire weird game.. like w.t.f.
Btw, the Kojima's walking simulator how many awards did it get? :laugh::laugh::laugh:
Those are two strong opinions that you are entitled to have :D. Actual universal acclaim is a myth, Whether it's about E33, Baldur's Gate, The Witcher, The Zelda games, there's always going to be people who won't click with their concepts.

But chances are, if many people ended up enjoying a new game, from a new, absolutely unknown small studio, that didn't have a massive marketing budget, then that game is probably doing something right in the grand scheme of things.

Enjoying being the keyword, just because let's say a licence like pokémon is still selling like hot cakes doesn't mean that people are enjoying the current games. Same with the likes of CoD. At that point, Nostalgia and wishful thinking are powering those game sales.

Posted on Reply
#6
GeoffreyA
Prima.VeraThis reminds me of Everything Everywhere All at Once wining the Oscars... Probably the worst movie in the history of cinema.
This game, sorry to say it, but it so overrated, is beyond common sense and comprehension. I personally couldn't wait to finish it, to be done with it, but the ending was even worst than the entire weird game.. like w.t.f.
Btw, the Kojima's walking simulator how many awards did it get? :laugh::laugh::laugh:
For my part, I found it to be deeply moving and meaningful; it has taken its place among my all-time favourites. The world was beautiful, as representing a broken, tattered existence; and what more needs to be said of the music, combining classical, piano, opera, and other threads to fit the tragedy of that world perfectly? What one takes away is not the imperfect, exhilarating combat; rather, it is the tone, the sense of loss and tragedy, and the image of a broken world that is, in a way, not far off from our own. One never forgets these characters, as much as one can never forget Minsc and Boo, Imoen and Jaheira, or the Nameless One's companions, and that is an achievement of art.
Posted on Reply
#7
Kinsa83
Sigh... gonna have to wait longer for it to go on sale sufficiently enough.
Posted on Reply
#8
londiste
I am somewhat surprised that it picked up the RPG of the year award. And slightly annoyed about it getting the GotY but that was expected.
All the direction, art direction, narrative, score, performance are absolutely deserved but as a game and RPG it isn't that unique.
Posted on Reply
#9
Apocalypsee
GeoffreyAFor my part, I found it to be deeply moving and meaningful; it has taken its place among my all-time favourites. The world was beautiful, as representing a broken, tattered existence; and what more needs to be said of the music, combining classical, piano, opera, and other threads to fit the tragedy of that world perfectly? What one takes away is not the imperfect, exhilarating combat; rather, it is the tone, the sense of loss and tragedy, and the image of a broken world that is, in a way, not far off from our own. One never forgets these characters, as much as one can never forget Minsc and Boo, Imoen and Jaheira, or the Nameless One's companions, and that is an achievement of art.
If it's not for the dumb QTE combat I would rate this game better. I noticed people sad during the first part of it but I didn't, I just confused about the whole thing and wanted to know why. Once I get to know why it just falls flat till the end, Act 3 just feels weird from what the two act brings. What you say is true, love the world build, environment, the music is top notch but there is some musical cue that is fell out of place for such outstanding piece that ticks me off.
Posted on Reply
#10
Chomiq
I have to give it a try at some point.
Posted on Reply
#11
nguyen
Expedition 33 is totally deserving the GOTY.

IMO 2025 has been a great year for gaming, I greatly enjoyed Expedition 33, Stellar Blade and ARC Raiders
Posted on Reply
#12
GeoffreyA
ApocalypseeIf it's not for the dumb QTE combat I would rate this game better. I noticed people sad during the first part of it but I didn't, I just confused about the whole thing and wanted to know why. Once I get to know why it just falls flat till the end, Act 3 just feels weird from what the two act brings. What you say is true, love the world build, environment, the music is top notch but there is some musical cue that is fell out of place for such outstanding piece that ticks me off.
The combat can be frustrating, no doubt about it, and later, you've got to parry every time to handle the difficult battles. Also, there is a pacing problem towards the end; I would call that part broken because one can become too strong before the conclusion. It probably needs restructuring, which I don't think they would do.
Posted on Reply
#13
vbq7qK68eyYAH4iR
Mere Mortal
I loathe QTE, to the point that i won't play a game with them in it. They don't add value to the experience, i think. I was watching a friends play and rave about the game and it seems like a game I'd love without the QTEs. Against my better judgement, I ended up getting a copy through not Steam and HATED the combat but loved the world. I didn't even get 10 hours into my copy before I just deleted it. Wasn't worth the SSD space it was taking up. I did buy the soundtrack from Bandcamp and LOVE IT! The soundtrack is the amazing and a bargain. I love Monoco's theme (track 77). I understand why it's getting all the awards and i believe it deserves them, even though i don't like a good portion of what the game is.
Posted on Reply
#14
L'Eliminateur
ChomiqI have to give it a try at some point.
same, even if it does not combine genres that i care about much, i'm not interested in QTE or "dodgers" i'm more on the "stand still and duke it out" or "i won before the battle even begun overwhelmingly", i might try to find some trainer or cheat codes for this game
Posted on Reply
#15
Apocalypsee
L'Eliminateursame, it does not combine genres that i care about, i'm not interested in QTE or "dodgers" i'm more on the "stand still and duke it out" or "i won before the battle even begun overwhelmingly", i might try to find some trainer or cheat codes for this game
There is trainer to get 100% dodge or parry all the time, that's how I finish the game really.
Posted on Reply
#16
davidburke30
I liked the game. It's the sappy story I could not get past.
Posted on Reply
#17
usiname
Agree for the QTE part, it does not bring anything, make it soul like game, assassin's screen, strategy, decision driven or puzzle like, but not this stupid QTE's that force you to be focused to smash correct key while trough the rest of the time you are not doing anything and you are not part of the game
Posted on Reply
#18
Kyan
Vayra86Verified on Deck? I wonder what FPS you'll get lol

But damn that might be a great place for a replay.
I've play maybe half of the game on my deck during my 3 weeks trip to Japan in may, it was already working great in the 30fps range, not the best experience but still enjoyable.
Posted on Reply
#19
evernessince
Vayra86It is indeed very different and crosses boundaries lots of gamers never saw combined - and merges them into solid execution. That's rare, unique, and worthy of GOTY, even if its not up your alley.

The soulslike dodge in what is otherwise a pretty passive rpg battler for example. But if you take a step back, everything in this game is odd, and all the rules of what a game is supposed to be ordered like are broken.

Examples
- There is no linear progression; pictos are designed to escape that entirely and instead 'think in exponential increases'. Most games avoid that and carefully control linear scaling - especially RPGs.
Exponential scaling isn't used in many RPGs because it was found to quickly break the game balance and reduce viable build diversity. It typically results in a massive difference in output from one build to another and causes large spikes in difficulty. It's one of the most criticized parts of E33. I'm actually playing another RPG right now that has exponential scaling and it has the same issues. I'm trying to train other classes or jobs but I can't because my damage output goes from 3 - 15 trillion to a few million thanks to exponential nonsense.
Vayra86- You need zero RPG progression to progress. A good dodger is just as effective in completing the game (and probably better at Simon...) than the number crunching player. But both can win. If you lack both qualities/preferences in your gaming, this game is not for you, but if you have either one... this game is a must play.
The parry / dodge is also problematic as well. You can make the entire point of all the game's other mechanics pointless if you master that one thing. On the flipside, for others it feels constantly frustrating if they suck at it. This is also a common criticism of the game and why people note they get bored with it. E33 isn't the first turn based RPG to implement QTEs into a turn based system and it's by far not the best version of it. The jRPGs of the past that did it (and newer ones like Sea of Stars) typically have different mechanics for different attacks, not all attacks would have one, and it would be more of a bonus than entirely dodging or parrying. I've never seen one to just dodge all damage though, that's just bad game design. It's not really an RPG is player skill is the primary determining factor in success and you can absolutely plow through the game irregardless of character stats and loadout with said mechanics.

It's a great game but it should have not won best RPG. Best Debut Indie and Best Indie were also questionable, given the game's funding and size.
Posted on Reply
#20
Vayra86
evernessinceExponential scaling isn't used in many RPGs because it was found to quickly break the game balance and reduce viable build diversity. It typically results in a massive difference in output from one build to another and causes large spikes in difficulty. It's one of the most criticized parts of E33. I'm actually playing another RPG right now that has exponential scaling and it has the same issues. I'm trying to train other classes or jobs but I can't because my damage output goes from 3 - 15 trillion to a few million thanks to exponential nonsense.



The parry / dodge is also problematic as well. You can make the entire point of all the game's other mechanics pointless if you master that one thing. On the flipside, for others it feels constantly frustrating if they suck at it. This is also a common criticism of the game and why people note they get bored with it. E33 isn't the first turn based RPG to implement QTEs into a turn based system and it's by far not the best version of it. The jRPGs of the past that did it (and newer ones like Sea of Stars) typically have different mechanics for different attacks, not all attacks would have one, and it would be more of a bonus than entirely dodging or parrying. I've never seen one to just dodge all damage though, that's just bad game design. It's not really an RPG is player skill is the primary determining factor in success and you can absolutely plow through the game irregardless of character stats and loadout with said mechanics.

It's a great game but it should have not won best RPG. Best Debut Indie and Best Indie were also questionable, given the game's funding and size.
Its a matter of perspective, you point these things out as flaws, I view Claire Obscur in a decades old field of repetitive products doing similar things and it kinda follows a unique trail while using concepts from different genres.

It works though. We can complain about the game's progression/pacing but the reality is, you as a player are given an incredibly amount of agency in how you play the game. The game isn't there to make your life hard like most RPGs give you stat checks every now and then. The game is there to make you experiment with what it has on offer, in quite the same way the expedition itself is an experiment, a journey with no set conclusion.

And the game goes really far in the exponential aspect of it - to the extent that you literally need it to succeed if you suck at dodging. See where this is going now?
Posted on Reply
#21
Prima.Vera
Common man, the fighting system was atrocious. As a one guy above said, I had to use a trainer to get pass that. A game should be entertaining not overly frustrating for just timing it hitting the button! WTF is this shmit?? The story was completely bonkers also, made absolutely no sense, but most importantly, no logic at all. I get it, it's a bonkers fantasy dreamed by a deranged mind or a psychopath, but still...
Again, Oscars déjà vu with that Everything Everywhere All at Once movie abomination...
Posted on Reply
#22
GeoffreyA
Prima.VeraCommon man, the fighting system was atrocious. As a one guy above said, I had to use a trainer to get pass that. A game should be entertaining not overly frustrating for just timing it hitting the button! WTF is this shmit?? The story was completely bonkers also, made absolutely no sense, but most importantly, no logic at all. I get it, it's a bonkers fantasy dreamed by a deranged mind or a psychopath, but still...
Again, Oscars déjà vu with that Everything Everywhere All at Once movie abomination...
The story is complex, but makes perfect logical sense when worked out slowly. It is very different from common game stories and full of reversing twists, so may be strange and unexpected to many.
Posted on Reply
#23
Vayra86
Prima.VeraCommon man, the fighting system was atrocious. As a one guy above said, I had to use a trainer to get pass that. A game should be entertaining not overly frustrating for just timing it hitting the button! WTF is this shmit?? The story was completely bonkers also, made absolutely no sense, but most importantly, no logic at all. I get it, it's a bonkers fantasy dreamed by a deranged mind or a psychopath, but still...
Again, Oscars déjà vu with that Everything Everywhere All at Once movie abomination...
Well... honestly, you can complete the game by going full min-max picto combo on your party just the same. It is like I said in the past few posts: whether you are a minmaxer or a dodger, both ways work to complete the game. If you can do both, you can also complete all the side content. The game is sufficiently challenging with or without dodge. Git gud OR actively invest time in making god tier builds and the game opens up to you. This is not unlike 99% of all RPGs on the planet ;)

And... the dodge window can be tweaked by difficulty too, its not like we are looking at an immense skill curve here...

Dont mistake a thing that didnt click with you personally for something 'deranged' and 'unfit for purpose'. The world clearly disagrees with your perspective, ergo, its up to you to figure out what you have missed here ;) otherwise, its just your loss.
Posted on Reply
#24
dyonoctis
evernessinceExponential scaling isn't used in many RPGs because it was found to quickly break the game balance and reduce viable build diversity. It typically results in a massive difference in output from one build to another and causes large spikes in difficulty. It's one of the most criticized parts of E33. I'm actually playing another RPG right now that has exponential scaling and it has the same issues. I'm trying to train other classes or jobs but I can't because my damage output goes from 3 - 15 trillion to a few million thanks to exponential nonsense.



The parry / dodge is also problematic as well. You can make the entire point of all the game's other mechanics pointless if you master that one thing. On the flipside, for others it feels constantly frustrating if they suck at it. This is also a common criticism of the game and why people note they get bored with it. E33 isn't the first turn based RPG to implement QTEs into a turn based system and it's by far not the best version of it. The jRPGs of the past that did it (and newer ones like Sea of Stars) typically have different mechanics for different attacks, not all attacks would have one, and it would be more of a bonus than entirely dodging or parrying. I've never seen one to just dodge all damage though, that's just bad game design. It's not really an RPG is player skill is the primary determining factor in success and you can absolutely plow through the game irregardless of character stats and loadout with said mechanics.

It's a great game but it should have not won best RPG. Best Debut Indie and Best Indie were also questionable, given the game's funding and size.
Sure, you can technically beat the whole game easily if you are a master dodger/parry...but the fights will be painfully slow if you do not make a build that enhances counter damage. People even managed to beat bosses that they were clearly underleveled for by parrying everything but those fights took over 30 minutes.

While the maelle nuke build is absolutely the best build, I find it unfun. Stendhal is an actual cheat that can absolutely be ignored without making the game too hard. It's a great skill for people who like nukes, but the damage output is insanely overkill. Especially with Maelle being able to reach her full potential in turn one.

Lastly, what you said about the game potentially being too hard and frustrating for some was a bit funny in the context of this year's TGA: the creators of Silksong said that they knew that they had no shot at winning GoY because E33 was more accessible than Silksong when it comes to difficulty.(Doesn't matter if the game broke several stores due to massive demand). I only speak for myself when I say that, but above-average challenge, while not feeling absolutely unfair, is what made me feel more engaged in combat in that game. My victories felt like they were earned.
www.thegamer.com/silksong-devs-not-attending-the-game-awards-clair-obscur-expedition-33-goty/?link_source=ta_first_comment&taid=692ac43ec0934a0001a9802f&utm_campaign=TrueAnthem-TG&utm_medium=Social-Distribution&utm_source=Facebook&fbclid=IwY2xjawOqWaFleHRuA2FlbQIxMABicmlkETFJYURhRkJWeHRSaHVyeTRxc3J0YwZhcHBfaWQQMjIyMDM5MTc4ODIwMDg5MgABHsU2AEBsK3H-0Gl5FhEUSqOYzZdXOw4tRzGOiQ7tL16ZaXTaqcMn_eEeC_g7_aem_sotY2yKFQIjqAOuUE135mw
"This year I think we’re safe. I think Expedition 33," he said. "It’s exceptional and broadly palatable. Whereas we’re on that knife’s edge, where it appeals to some and infuriates others."
Prima.VeraCommon man, the fighting system was atrocious. As a one guy above said, I had to use a trainer to get pass that. A game should be entertaining not overly frustrating for just timing it hitting the button! WTF is this shmit?? The story was completely bonkers also, made absolutely no sense, but most importantly, no logic at all. I get it, it's a bonkers fantasy dreamed by a deranged mind or a psychopath, but still...
Again, Oscars déjà vu with that Everything Everywhere All at Once movie abomination...
I feel like you just don't like stories that rely on alternate/simulated realities tbh. The story made perfect sense if you paid attention to it. The fact that you think that the painting was imagined by a psychopath tells me that you did not pay attention to the story. And you did not in fact got it.


First, in the real world of Clair obscure, people have powers. Painters can create a full simulation of a world just by painting said world and its characters. They can decide on the rules, the personality, and the power of people living in the world that they created. And painters can enter those worlds with an avatar that they also paint as they see fit (Cléa told Alicia that she should repaint her throat upon entering the canvas so that she would be able to speak there). The plot also suggests that other creatives, such as writer's have powers, and it seems that in the real world, there's a clash between painters and writers (and Verso died because of that conflict). That canvas was painted by Verso, a kid who made a world that was fun for a child.

After Verso's unfortunate death, the grieving mother painted a copy of the family, of the city, in Verso's canvas because she couldn't cope with his death. She made her fake painted family immortal in the process to not have to witness their death, but still punished painted Alicia for being the reason for Verso's death by not healing her burn wounds, and keeping her mute. Painters can also paint over other people's creations if they are skilled enough. (The real Cléa managed to paint over the fake Cléa so she would endlessly paint Nevrons inside the painted world, while the real Cléa could deal with business in the real world. Alice's avatar was also painted over by Aline upon her entry, hence giving birth to Maëlle).

The painted world became crazy when the real Renoir tried to save his wife, and wanted her to grieve and accept a reality where her son was dead. He was in the process of destroying the canvas because that was the safest way to prevent his wife from escaping reality again. Cléa, the elder sister, created the Nevrons to help Renoir because Aline, the mother, did her best to prevent the destruction of the canvas. But the best that she could do was to slow down the destruction, age by age. Painters use resources to paint and give life to things, people being killed by nevrons prevented those resources from returning to the painters, hence gradually weakening Aline.

The ending is basically questioning whether or not the painted world deserves to be treated with the same importance as the real world because its inhabitants have agency, and you as the player spendt two-thirds of the game with them, witnessing people doing their best to survive, to live another year.


The painted world became "bonkers" because two people fought (one who paints death, the other who paints life), and altered its nature, not because it was dreamed by a deranged mind, or a psychopath. The game tells you several times that the world as you experience it at the time of the events isn't in its normal state. That game is a bit like the first Metroid Prime in the sense that the whole story isn't just served on a platter to you; there are fragments that you will need to put together by exploring the world and doing side quests.
Posted on Reply
#25
Apocalypsee
dyonoctisI feel like you just don't like stories that rely on alternate/simulated realities tbh. The story made perfect sense if you paid attention to it. The fact that you think that the painting was imagined by a psychopath tells me that you did not pay attention to the story. And you did not in fact got it.


First, in the real world of Clair obscure, people have powers. Painters can create a full simulation of a world just by painting said world and its characters. They can decide on the rules, the personality, and the power of people living in the world that they created. And painters can enter those worlds with an avatar that they also paint as they see fit (Cléa told Alicia that she should repaint her throat upon entering the canvas so that she would be able to speak there). The plot also suggests that other creatives, such as writer's have powers, and it seems that in the real world, there's a clash between painters and writers (and Verso died because of that conflict). That canvas was painted by Verso, a kid who made a world that was fun for a child.

After Verso's unfortunate death, the grieving mother painted a copy of the family, of the city, in Verso's canvas because she couldn't cope with his death. She made her fake painted family immortal in the process to not have to witness their death, but still punished painted Alicia for being the reason for Verso's death by not healing her burn wounds, and keeping her mute. Painters can also paint over other people's creations if they are skilled enough. (The real Cléa managed to paint over the fake Cléa so she would endlessly paint Nevrons inside the painted world, while the real Cléa could deal with business in the real world. Alice's avatar was also painted over by Aline upon her entry, hence giving birth to Maëlle).

The painted world became crazy when the real Renoir tried to save his wife, and wanted her to grieve and accept a reality where her son was dead. He was in the process of destroying the canvas because that was the safest way to prevent his wife from escaping reality again. Cléa, the elder sister, created the Nevrons to help Renoir because Aline, the mother, did her best to prevent the destruction of the canvas. But the best that she could do was to slow down the destruction, age by age. Painters use resources to paint and give life to things, people being killed by nevrons prevented those resources from returning to the painters, hence gradually weakening Aline.

The ending is basically questioning whether or not the painted world deserves to be treated with the same importance as the real world because its inhabitants have agency, and you as the player spendt two-thirds of the game with them, witnessing people doing their best to survive, to live another year.


The painted world became "bonkers" because two people fought (one who paints death, the other who paints life), and altered its nature, not because it was dreamed by a deranged mind, or a psychopath. The game tells you several times that the world as you experience it at the time of the events isn't in its normal state. That game is a bit like the first Metroid Prime in the sense that the whole story isn't just served on a platter to you; there are fragments that you will need to put together by exploring the world and doing side quests.
I don't think he meant literally don't understand the story, anyone would understand the whole thing without need to think too much. It's just to him the story don't make sense as in not a strong point of the whole game, at least that's what I understood from his words.

As for me, after everything is revealed is just
a canvas, more specifically painted canvas of a deceased family member and the mother being depressed holding inside of it ruining the whole family, it just falls flat, why need to save them? Yeah of course you grew attached to them, but just like a video game its not real. Everyone should get out of the canvas and snap back to reality, live life worth having, that's what I do.
And that to me is a weak story, but I like the idea of 'virtual world' inside a canvas, its fun to think that there is painter vs writer, might be a writer story that live inside a poem or an essay, but I kinda think this will be a one hit wonder, I don't think they would make a good one after this.

One of the reason they won, to me at least, is there is lack of any interesting games in 2025, and this one takes the cake of 'blowing people mind' with their ideas, there is right amount of good story, good music and gameplay that attract people to vote for this. Like I said earlier if they dump the QTE I would rate this game higher. This is my first turn-based strategy game, it kinda ruined the perspective of the genre a bit but I play a bit of Final Fantasy VI and VII, that fared much better being pure turn-based strategy games.
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Nov 11th, 2026 02:12 CST change timezone

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