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Expedition 33

Joined
Sep 28, 2005
Messages
3,503 (0.49/day)
Location
Canada
System Name Alienware R10 Rebuild
Processor Ryzen 5700X3D
Motherboard Alienware Mobo
Cooling AIO (Alienware)
Memory 2x16GB GSkill Ripjaws 3600MT/s
Video Card(s) Dell RTX 3080
Storage 1x 2TB NVME XPG GAMMIX S70 BLADE
Display(s) LG 32" 1440p
Case Alienware R10
Audio Device(s) Onboard
Power Supply 1000W Dell PSU
Mouse Steelseries
Keyboard Blackweb Walmart Special Mechanical
Software Windows 11
expedition33.jpg


Metacritic Score:
metacritic_expedition33.jpg


Company Page

Steam Page

Epic Game Store Page

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Breakdown:
Lead the members of Expedition 33 on their quest to destroy the Paintress so that she can never paint death again. Explore a world of wonders inspired by Belle Époque France and battle unique enemies in this turn-based RPG with real-time mechanics.

My Comment:
This game is beautiful Very much worth the price. While I love playing it on the PC, I also enjoy it on the PS5 because of the console experience. Brings me back to a time of good games like classic style Final Fantasy or something even more modern like Lost Odyssey. I warn you, like Lost Odyssey, this game can be a tear jerker simply because it is very depressing. But the visuals and the music is absolutely beautiful.

Screenshots:

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Intro left me in tears. Can't remember being so emotional after playing a game since Mass effect 3....

Beautiful game and interesting story so far!
 
looks great i can't wait to play it
 
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for now, i just waiting there will be a big discount in the PC steam version for this game...
 
Final Frenchtasy.

That's how I describe this game. However... its also a tad barebones. The elements are there, but most are depth of a puddle. A good example is the maps and their secrets. The map design is often pretty weak, lots of locations are filler content (collect a music record... wtf?) or extremely small and there is very little in the way of trash mobs to kill. It leans into the Soulslike approach for its combat system/scaling and the dodge mechanic, but that also detracts a bit from the RPG experience.

I started at 9/10, I'm slowly backing down to 7/10. Still good. But when the inital varnish comes off, what remains as really good is mostly the voice acting/dialogue story elements. Combat system is also quite good - but feels underused. Gestrals are brilliant :)

Also... whats with all the weird invisible walls everywhere, and getting stuck on random shit while walking around? Its clearly Unreal Engine in that sense, and it comes off as poor gameplay; the whole party movement, both on world map and locations... major nuisance. Its all graphics no substance, basically, the areas you walk in. Most of it is just a corridor with a few dead ends on the sides to get your 'secrets'.
 
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Final Frenchtasy.

That's how I describe this game. However... its also a tad barebones. The elements are there, but most are depth of a puddle. A good example is the maps and their secrets. The map design is often pretty weak, lots of locations are filler content (collect a music record... wtf?) or extremely small and there is very little in the way of trash mobs to kill. It leans into the Soulslike approach for its combat system/scaling and the dodge mechanic, but that also detracts a bit from the RPG experience.

I started at 9/10, I'm slowly backing down to 7/10. Still good. But when the inital varnish comes off, what remains as really good is mostly the voice acting/dialogue story elements. Combat system is also quite good - but feels underused. Gestrals are brilliant :)

Also... whats with all the weird invisible walls everywhere, and getting stuck on random shit while walking around? Its clearly Unreal Engine in that sense, and it comes off as poor gameplay; the whole party movement, both on world map and locations... major nuisance. Its all graphics no substance, basically, the areas you walk in. Most of it is just a corridor with a few dead ends on the sides to get your 'secrets'.

its mean, this rpg pc is overhype/overrated ??

but, what about the graphic and sound from this pc rpg ??
 
its mean, this rpg pc is overhype/overrated ??

but, what about the graphic and sound from this pc rpg ??
Yeah its a little bit overhyped I think. Good, not great, but that's my opinion of course. Graphics and music are good, but again, can't say I'm blown away. Its mostly the art direction that's really good in this game. Besides the battles themselves (which are cool and original, and keep surprising), a lot of the gameplay elements are just too weak. Entering combat for example; its easy to avoid combats altogether by just running around maps and kiting enemies for a while until they lose interest. The game rarely threatens you, it just provides battles you can't win or need a specific strategy. There's no real 'endurance challenge' like you tend to get in these games, where you have to cross the area to continue, and battles will slowly weaken your party and exhaust your resources.

Its good enough to keep playing. Its not a game that keeps me playing until the late hours because I just can't stop, and that's usually what these types of games do for me.
 
That's how I describe this game. However... its also a tad barebones. The elements are there, but most are depth of a puddle. A good example is the maps and their secrets. The map design is often pretty weak, lots of locations are filler content (collect a music record... wtf?) or extremely small and there is very little in the way of trash mobs to kill.
I didn't think the game is too bare in most spots. I felt like it avoided the "carnival of side content" feel, where a game's story is so bare that it uses that side carnival to hide it. I really dislike when games feel that way because it makes the main game feel like far less of a game.

The gameplay itself doesn't feel shallow either. Not the combat, not the gameplay loop, not the character building (this is actually pretty good and extensive for JRPG standards, although it becomes absolutely broken later).

It is indeed true that a number of side areas are a single screen for a music record, but since the world map has a ton of locations as it is, I didn't feel like they were simply attempts at filler. If anything, they felt like a nod to the fixed camera angles of PlayStation era titles.

Some of them did merely hold a single chromatic enemy, yes, but I felt like this was better than having them all on the world map. There were plenty of large dungeons, so some smaller ones was okay with me.

If I felt like there was one area where the game was bare, it was in the amount of world map encounters. There were way too few. Then again, I'm one of those weirdos who loved prancing around Final Fantasy IX's world with its infamous encounter rate and grinding battles.
I started at 9/10, I'm slowly backing down to 7/10. Still good. But when the inital varnish comes off, what remains as really good is mostly the voice acting/dialogue story elements. Combat system is also quite good - but feels underused. Gestrals are brilliant :)
I'm the opposite of this. I almost thought the reactive based combat would become frustrating enough to turn me off from what was otherwise a honeymoon phase with the game, but as the game went on, it actually grew on me. And I'm absolutely terrible at dodging still, let alone parrying. What happened was a combination of getting better than I was at the start, and the game giving you more avenues to succeed later on. Early on, you prance on into that meadow and go "oh hello you... *checks name* Chromatic Lancelier, do you fancy a battle?" only to get laid in the dirt over and over and over again with almost no options to customize against it besides dodging your way to victory. Later on, you can customize to compensate for that. You get stronger/more numerous revives, along with so many picto abilities too (like getting AP when people have a turn, when they die, when they get revived, or having people play immediately when revived, etc.).

The JRPG customization side absolutely shines later on and you get the choice to build your team in a way to compensates for a lack of dodging mastery. It does come a little slowly though, so I feel like the early game difficulty is a bit overtuned if you're not adept at dodging. I avoided the first many chromatic enemies because they were too difficult, and by time I went back to them, I basically few hit them with no effort. Neither avenue is fun.
Also... whats with all the weird invisible walls everywhere, and getting stuck on random shit while walking around? Its clearly Unreal Engine in that sense, and it comes off as poor gameplay; the whole party movement, both on world map and locations... major nuisance. Its all graphics no substance, basically, the areas you walk in. Most of it is just a corridor with a few dead ends on the sides to get your 'secrets'.
I didn't run into this as I was able to infer where the developers intended for us to go/not go early on, partly due to familiarity with the era of the genre they were taking inspiration from, but you're not the first person I've heard bring that up.

As for the map design, I'm happy with it. I would have been dissatisfied if it was completely open world (worlds of that scale create their own problems that need solutions I don't tend to like), and I would have been dissatisfied if they were complete labyrinths too. I think they balanced map design well considering the era they were taking inspiration from.

Overall, I'd say it's slightly overhyped but at the same time it also warrants the majority of that hype. It's probably true that people are giving it such high praise because it exists at a time where turn based JRPGs are fewer outside of indie affairs, but even if there was a healthy offering of them, this would legitimately be a 9/10 or 10/10 example of one. The best ever in the genre? I don't know about that, but it's at least "one of" the best, and it's certainly the best in a long time. For this to be a studio's introduction (!?) it is embarrassing the likes of Square Enix/Final Fantasy, so I understand where the bit of overhype is coming from. The biggest hesitation I have against all the hype is the declaration that it is "the solution to fixing turn based JRPGs" because that makes it seem like regular turn based battles (without the reaction-based "Dark Souls-esque" part) are in need of that thing to fix it. I don't agree with that. While the combat in this game did grow on me over time, and while I now couldn't imagine this game with any other combat... this isn't what all turn based JRPGs should emulate. That part aside, I do think it warrants most if not all of the praise it's getting.

Oh, and I feel like the difficulty is a bit too high early on. It gives a bad first impression, especially those who aren't skilled with the reaction-based part of combat, and it's probably why so many people are complaining about it.
 
I didn't think the game is too bare in most spots. I felt like it avoided the "carnival of side content" feel, where a game's story is so bare that it uses that side carnival to hide it. I really dislike when games feel that way because it makes the main game feel like far less of a game.

The gameplay itself doesn't feel shallow either. Not the combat, not the gameplay loop, not the character building (this is actually pretty good and extensive for JRPG standards, although it becomes absolutely broken later).

It is indeed true that a number of side areas are a single screen for a music record, but since the world map has a ton of locations as it is, I didn't feel like they were simply attempts at filler. If anything, they felt like a nod to the fixed camera angles of PlayStation era titles.

Some of them did merely hold a single chromatic enemy, yes, but I felt like this was better than having them all on the world map. There were plenty of large dungeons, so some smaller ones was okay with me.

If I felt like there was one area where the game was bare, it was in the amount of world map encounters. There were way too few. Then again, I'm one of those weirdos who loved prancing around Final Fantasy IX's world with its infamous encounter rate and grinding battles.

I'm the opposite of this. I almost thought the reactive based combat would become frustrating enough to turn me off from what was otherwise a honeymoon phase with the game, but as the game went on, it actually grew on me. And I'm absolutely terrible at dodging still, let alone parrying. What happened was a combination of getting better than I was at the start, and the game giving you more avenues to succeed later on. Early on, when you prance on into that meadow and go "oh hello you... *checks name* Chromatic Lancelier, do you fancy a battle?" only to get laid in the dirt over and over and over again with almost no options to customize against it besides dodging your way to victory, you can customize against it late. And you get stronger, and more numerous, revives with better picto abilities too (like getting AP when people have a turn, die, get revived, or having people play immediately when revived, etc.). The JRPG customization side absolutely shines later on and you get the choice to build your team in a way to compensates for a lack of dodging mastery. It does come a little slowly though, so I feel like the early game difficulty is a bit overtuned if you're not adept at dodging. I avoided the first many chromatic enemies because they were too difficult, and by time I went back to them, I basically few hit them with no effort. Neither avenue is fun.

I didn't run into this as I was able to infer where the developers intended for us to go/not go early on, partly due to familiarity with the era of the genre they were taking inspiration from, but you're not the first person I've heard bring that up.

As for the map design, I'm happy with it. I would have been dissatisfied if it was completely open world (worlds of that scale create their own problems that need solutions I don't tend to like), and I would have been dissatisfied if they were complete labyrinths too. I think they balanced map design well considering the era they were taking inspiration from.

Overall, I'd say it's slightly overhyped but at the same time it also warrants the majority of that hype. It's probably true that people are giving it such high praise because it exists at a time where turn based JRPGs are fewer outside of indie affairs, but even if there was a healthy offering of them, this would legitimately be a 9/10 or 10/10 example of one. The best ever in the genre? I don't know about that, but it's at least "one of" the best, and it's certainly the best in a long time. For this to be a studio's introduction (!?) it is embarrassing the likes of Square Enix/Final Fantasy, so I understand where the bit of overhype is coming from. The biggest hesitation I have against all the hype is the declaration that it is "the solution to fixing turn based JRPGs" because that makes it seem like regular turn based battles (without the reaction-based "Dark Souls-esque" part) are in need of that thing to fix it. I don't agree with that. While the combat in this game did grow on me over time, and while I now couldn't imagine this game with any other combat... this isn't what all turn based JRPGs should emulate. That part aside, I do think it warrants most if not all of the praise it's getting.

Oh, and I feel like the difficulty is a bit too high early on. It gives a bad first impression, especially those who aren't skilled with the reaction-based part of combat, and it's probably why so many people are complaining about it.
Can definitely get into a lot of this look on things. Maybe I need to progress further for some stuff to click. The party customization is indeed great. And so is combat. Depth there is perfect; and I dont dislike the dodge either. But like you say it takes some of the progression feel out of it; you either nail a boss easy or it absolutely nails you. The game even has a fun twist on that feel with that fountain boss shooting bubbles. Easy kill :)
 
Its a pretty good showing from a from a fairly small team. Its able to focus on doing a few things really well, coupled with enough presentation muscle to briefly make you think this is a AAA title. It isn't, that becomes obvious pretty fast, but there's still quite a bit to like here. I like the dodge/counter stuff quite a bit. The game likes to throw some seemingly brutal (optional) fights at you, before you realize this enemy only has 3 different attacks. I'm no super gamer, but I can learn the timing of 3 attacks. A bit of repeated failure later, and they're down and it feels great. I'm pretty open to retrying things a bunch though, which likely isn't for everyone.
 
First game I'm thoroughly enjoying since Elden Ring.

For me this game made by a very small team puts the majority of AAA games made by 400+ developers to shame.

It's also the first western developed game in a long ass time that didn't make me cringe.
 
First game I'm thoroughly enjoying since Elden Ring.

For me this game made by a very small team puts the majority of AAA games made by 400+ developers to shame.

It's also the first western developed game in a long ass time that didn't make me cringe.
Exactly
 
I just finished the game last night. I was happily pleased with the game. The art direction and soundtrack were fantastic in my opinion. It does lean into the macabre and dark fantasy which is something I do adore. It does lean into French roots which is a bit refreshing considering most of what I would call recycled themes and environments in most RPGs. It took a moment for the battle system to grow on me. I am not a big fan of souls like games.

For a small team of developers, this really is a banger in my opinion. I didn't have any real expectations about this game going in. Didn't read or look at anything. Just saw it on Game Pass and picked it up.
 
I just finished the game last night. I was happily pleased with the game. The art direction and soundtrack were fantastic in my opinion. It does lean into the macabre and dark fantasy which is something I do adore. It does lean into French roots which is a bit refreshing considering most of what I would call recycled themes and environments in most RPGs. It took a moment for the battle system to grow on me. I am not a big fan of souls like games.

For a small team of developers, this really is a banger in my opinion. I didn't have any real expectations about this game going in. Didn't read or look at anything. Just saw it on Game Pass and picked it up.
It isn't souls like game. It's a turn based rpg more akin to the likes of classic Final Fantasy, legends of Dragoon, Legend of Legia, Lost Odyssey, etc.
 
The dodging and parrying are not common in JRPG battle systems. Not being able to do it manually anyway. It has always been RNG based on stats/equipment. That is definitely a souls like mechanic. Even some of the fights, if you don't parry the entire combo, the enemy just keeps their turn going on forever until you break it with a counter.

Yes, it is a turn-based RPG, I never said it wasn't.
 
It isn't souls like game. It's a turn based rpg more akin to the likes of classic Final Fantasy, legends of Dragoon, Legend of Legia, Lost Odyssey, etc.

Honestly I got some souls vibes from it as well. Although I generally like the genre.

It did give me some Lost Odyssey vibes as well. That game deserved a lot more recognition imo.
 
ok, to each their own I guess. But I played all souls games and this and I don't see it. But sure.
 
ok, to each their own I guess. But I played all souls games and this and I don't see it. But sure.
It borrows some of the color thematics, for one. Put this next to Elden Ring and you can see similar color palettes, and even similar styling to some things. Mechanically, there is the weapon scaling / stat bonus dynamic from soulslikes, and the emphasis on dodge and parry mechanics to overcome challenges.

Just found a nice little trick. Combine these two things and win. That Recovery picto can be had from a very early boss. I already spoiled it earlier in my posting here...

SandFall-Win64-Shipping_2025_05_21_23_54_56_716.jpg


And with such a wealth of HP... This skill on Monoco is absolute bonkers. As are any other skills that scale off missing life. 30k to all enemies? Sure.
Between this and a few healing skills (that he can also get) he can single handedly finish the game

SandFall-Win64-Shipping_2025_05_21_23_51_45_443.jpg
 
Spoilers for a late game optional fight...

Okay, I got to Clea, who seems to recover over half a million health every turn. I get the impression this is avoided if you successfully dodge or parry the entire attack... but I can't confirm that as I've never accomplished that.

If the heal can be prevented by doing so, then I can confirm it's possible to defeat her even if you fail to to properly do that for an entire turn.

bZHGPJe.jpeg


I dedicated Verso and Lune to burn stacking duty. Verso used a weapon that applied burn on auto attacks, and I gave him lumina powers that gave him multiple attacks per basic attack (there's at least three of them, but I only have level I and III so I'm missing II from somewhere...). Lune used her fire skills. Verso, Lune, and Maelle had Double Burn and Longer Burn luminas active.

All characters had the Cheater (always getting two turns) lumina active of course.

Maelle was the dedicated damage dealer, but I also had her stacking burn with a pair of skills early in the battle and on turns where she didn't have 9 AP.

I was able to get burn stacks well above 100 and just shy of 200 before they started wearing off. I'm positive you can higher with a more perfect setup but I didn't have that. It was still enough damage on its own (roughly between 150 thousand to 250 thousand I think) to compensate for half of the heal. All that burn paired with Burning Canvas and the occasional Gommage when I had three gradient charges, and she eventually went down.

I'm sure it's also possible with the correct one shot Stendahl setup, but I don't have that. I tried a Stendahl approach first but her heal was overpowering that, so i switched to a burn tactic.

This could be even more efficient if I used anti-stun... which I realized the benefit of too late. A character often gets stunned by her attacks if they don't dodge.

This was on Expedition difficulty. It might require parrying/dodging on new game plus but at least before that, it's possible to defeat her if you fail to dodge and parry even a single turn.

uqdvRQx.jpeg


Me too Verso, me too...

I believe it's really just Simon that remains now, and I heard he's the worst fight in the game.
 
Spoilers for a late game optional fight...

Okay, I got to Clea, who seems to recover over half a million health every turn. I get the impression this is avoided if you successfully dodge or parry the entire attack... but I can't confirm that as I've never accomplished that.

If the heal can be prevented by doing so, then I can confirm it's possible to defeat her even if you fail to to properly do that for an entire turn.

bZHGPJe.jpeg


I dedicated Verso and Lune to burn stacking duty. Verso used a weapon that applied burn on auto attacks, and I gave him lumina powers that gave him multiple attacks per basic attack (there's at least three of them, but I only have level I and III so I'm missing II from somewhere...). Lune used her fire skills. Verso, Lune, and Maelle had Double Burn and Longer Burn luminas active.

All characters had the Cheater (always getting two turns) lumina active of course.

Maelle was the dedicated damage dealer, but I also had her stacking burn with a pair of skills early in the battle and on turns where she didn't have 9 AP.

I was able to get burn stacks well above 100 and just shy of 200 before they started wearing off. I'm positive you can higher with a more perfect setup but I didn't have that. It was still enough damage on its own (roughly between 150 thousand to 250 thousand I think) to compensate for half of the heal. All that burn paired with Burning Canvas and the occasional Gommage when I had three gradient charges, and she eventually went down.

I'm sure it's also possible with the correct one shot Stendahl setup, but I don't have that. I tried a Stendahl approach first but her heal was overpowering that, so i switched to a burn tactic.

This could be even more efficient if I used anti-stun... which I realized the benefit of too late. A character often gets stunned by her attacks if they don't dodge.

This was on Expedition difficulty. It might require parrying/dodging on new game plus but at least before that, it's possible to defeat her if you fail to dodge and parry even a single turn.

uqdvRQx.jpeg


Me too Verso, me too...

I believe it's really just Simon that remains now, and I heard he's the worst fight in the game.
Those are nice numbers. Was wondering if we would get limit breaks. Seems so :)

I'm 'inside the monolith' right now, and I gotta say, you weren't wrong in saying there's a decent amount of game after all. Its finally not starting to feel like kindergarten.
 
You're near the end of act II. If you're familiar with how the final disc of Final Fantasy IX was short (the only mandatory part remaining by then was the final dungeon), then that describes act III in this game. But all the side content opens up then too.

Edit: The analogy to limit breaks in this game would be gradient attacks. You should have already had that introduced starting around the beginning or middle of act II.
 
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You're near the end of act II. If you're familiar with how the final disc of Final Fantasy IX was short (the only mandatory part remaining by then was the final dungeon), then that describes act III in this game. But all the side content opens up then too.

Edit: The analogy to limit breaks in this game would be gradient attacks. You should have already had that introduced starting around the beginning or middle of act II.
Yeap... weird pacing though, I can't shake it :P Its also completely unclear where to go besides the main quest, but its good fun failing on almost everything on the map right now :)
 
I have a tendency to explore a lot so I actually ended up doing Frozen Hearts before the end of act II, which got me a bit overpowered so the supposed end of act II difficulty spike wasn't present for me. The Paintress was easy and I defeated her on the first try and I wasn't even dodging well. I started realizing I was doing Frozen Hearts before I should have since it started dropping level 20+ weapon upgrade chromas.

I don't want to spoil anything, but... you'll have a chance to come back for the side content, so do the main story first. I would say neglect farming weapons or pictos to 20+ until after the story. If you do the side content first, you will be so overpowered for the main story that it diminishes the end completely. If you do anything in act III before the end, do the character relation quests and leave it at that.

After the story (or before if you want to leave the end for last), I would say Dark Shores, Frozen Hearts, and the start of the Endless Tower would be some good places to start. The later stages of the Endless Tower, the Floating Manor, and Renoir's Draft would probably be the last things to do, probably in those orders as the hardest two bosses in the game are there. I just one shot cheesed you-know-who (if you don't know who, its the hardest boss in the game and its design is such that I didn't feel bad doing that), but I'd recommend trying to avoid that strategy with everything else prior in the game because it takes the fun away and everything else is a reasonable test if you don't do that. In other words, avoid Maelle/Stendahl as much as you can and it'll make it much funner. She completely breaks the game, and if you're at the start of act III, you at least know the lore reason why.

There's also a smaller floating island (near Frozen Hearts) that I forget the name of and I think that's one of the easier ones too. Same for the small island near the Isle of Visages (if I have the name correct?) with a trading expeditioner on it. There's a chromatic and a petank battle in there.

Most of the chromatics enemies on the map (or in some locations you now have access to) will be tough but doable at the start of act II, but incredibly easy by time you're strong enough for Renoir's Drafts, Floating Manor, or the end of the Endless Tower, so... try them in the middle if you want the "best" balance level for fighting them.
 
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