Tomorrow comes.
There's something to be said about having passion fueling your creative exploits. The more invested you are in something, the more of your soul you place into it, the more effort and care you'll put into whatever project you are working on. If you are not engaged or passionate about what you do, this can often show in the finished product. This is why so many publisher-driven games often end up as soulless ventures that amount to very little in the end than missed revenue and studio closures.
Typically, when we think of gaming, we think of publishers being quick to chase trends, life-service games that feel incredibly cookie-cutter and shallow, and games that are filled with additional ways to squeeze every dollar from you. Rarely, outside of the Indie scene, do we see a small group of people, driven by passion and a shared vision, create something so absolutely unique, yet familiar enough to hook us in via the lens of nostalgia. To add, we are often told that the best games are those with huge teams and a recognizable IP, a game that is marketed in a way where you can’t go online without seeing its presence.
Clair Obscur: Expedition 33 is a shining example of when a team is using their passion to carve a path of strong storytelling, brilliant performances, outstanding world-building, and a layer of depth to its gameplay that feels breathtaking with every step. This is a team that was built to serve the game, to share in the vision of seeing it through. From finding most of the team online forums, many of whom had never shipped a game before, it was an expedition of its own to see it through. Expedition 33 is outstanding, and a shining example of creating art without it feeling like it's simply there to line some executive’s pockets.
Sandfall Interactive is a studio composed of a few ex-members of Ubisoft and plenty that are new to the industry, many found on forums and various platforms for new talent. While the visuals and presentation certainly look the part of some huge development team with a massive budget, Sandfall Interactive is actually composed of approximately 33 members, hence the title of the game, with a few contractors lending their talents. Hell, even the soundtrack’s composer was someone who was simply discovered on Soundcloud.
When the studio started main production in 2021, they were all but 15 strong. Regardless, this game is made by a very small team despite their growth, However, given the technical feats and strong visual presentation on display, it's remarkable what they have achieved. I've seen games built with four to five times the staff not even coming close to what this team has done. Again, it all comes down to passion, talent, and the drive to do something that comes from the heart. This was aided by Kepler Interactive, who shared in the team’s vision, providing them everything they needed to see it through. Add in financial support from Microsoft to bring the title to GamePass, and it all helped in making the game what it is.
Expedition 33 has likely the strongest and most emotional opening I've experienced in a game in years. Within the first 90 minutes, you'll be hooked, desperate to know what comes next, and emotionally invested with its cast of well-defined characters. This is due to the game's impeccable dialogue, emotional narrative, and performances by a host of the industry's best, and even those who typically don't even voice games. From the game's opening moments, to one of two emotional endings, Expedition 33 is a masterpiece that redefines the turn-based RPG. It's Persona, Sekiro, and so much more rolled into one. If you found turn-based games to be a boring series of simple casual button presses, then Expedition 33 is here to convince you otherwise. This is an RPG, a soulslike, and a fighting game all rolled into one.
If you were to define just exactly what Expedition 33 is, it's a turn-based RPG where you can parry, dodge, jump, as well as a few additional mechanics all designed around avoiding damage or directing it back. This can present mechanics found in various fighting games, soulsikes, and countless other genres. Interactive turn-based games are not new, with Paper Mario being a shining example, but the ways in which Expedition 33 handles it is so engaging, combined with stunning presentation, sound design, and flare. Pulling off a parry never felt so satisfying.
The world of Expedition 33 takes place some time after a fracture has drastically changed the landscape around Paris. Isolated to the remnants of a city in Lumiere is where this game begins. While there appears to be a festival going on, it's actually far darker than the bright colors and light tone would suggest. As you walk the streets, people are adorned with flowers around their neck, vendors stuffed to the brim with unsold merchandise, providing a mysterious context as to why there are less people around to buy them than before.
Way off in the distance is a monolith, and every year the Paintress will paint a descending number. This number represents the age that one can live before they die. This festival, which is hosted around an event called the Gommage, is a dark celebration of one's life before they die, leaving behind their loved ones as each year means a year less that someone else can live. It's a tortured cycle that has been going on for the past 67 years.
To attempt to change things, and stop this needless killing, the people of Lumiere put together expeditions in an attempt to kill the Paintress. These are usually composed of those with one year left to live; however, this expedition will see the inclusion of Maelle, a 16 year old orphan who is heavily skilled in sword fighting. As the Expedition begins its trek to the monolith, they experience events that will shake them to their core, moments that cause the team to barely carry on, despite the grave circumstances placed upon them. All the training in the world could not prepare them for what occurs.
Expedition 33 consists of several members from Lumiere, as well as a few locals that share in your attempt to reach the Paintress. What is so impressive about the character work here is that among the six characters you'd fit to work out your three person teams, several of them feel almost built to share as the lead protagonist. Gustave, Lune, Maelle, and even Verso, could easily be labeled as a strong lead in the game, allowing Sciel and Monoco to settle into their supportive roles. Each character brings such a life to this story, and by including outsiders, those local to this land, it balances out the fish out of water approach and provides needed context for the world around Lune, Maelle, Sciel, and Gustave.
Voiced by Charlie Cox, Gustave is a standout character. He's the first you'll be introduced to, and he leaves the biggest mark on the story. He's a strong fighter, a clever individual due to his invention of the Lumia converter, a device that aids the team in honing their skills. While Cox is a phenomenal actor, given his role as Daredevil is simply outstanding, this is his video game debut. Gustave is warm, caring, deeply emotional, and Cox delivers his dialogue with the utmost sincerity. He steps up as the team's de facto leader, even when he knows that he is making much of it up as he goes along. He is easily the emotional anchor of the game and is written to exquisite perfection.
Lune is the by-the-book role within the team. She is mission focused, even if it goes against her emotions and makes her come across as cold. She's a powerful magic user, being able to wield the elements, and can glide around, making her, in many ways, the Storm to her X-Men. Sciel; however, is more carefree than Lune, and uses her past of losing those very close to her, to be the most empathetic of the group. She is as mission focused as anyone else is on the team, but wants to ensure the group is looked after. Her ability to wield tarot cards, and even fling them, shares in the X-Men comparisons and makes her this team's Gambit, wielding a double ended scythe, sharing some similarities to Remy LeBeau’s staff.
Maelle, who is 16, is as driven and determined to see the death of Paintress as anyone. Her parents, who died when she was three, are all but a distant memory to her. She has lived her life assuming she was an unwelcomed surprise, given how few years she had with them. She is masterful with a sword, and despite her small stature, is the powerhouse of the team. Maelle, like Gustave, is a major player here, with a huge emphasis on the plot built around her, her relationship with the cast, and parts of the story that are initially vague to the player.
Verso, and Monoco, whom have a long-standing friendship, are outsiders to this particular expedition. While they have helped with prior expeditions, they suddenly have a sense of hope when teaming up with this latest iteration of the team, seeing something special within them. Their knowledge is indispensable, as is their powerset. Verso, who is voiced by Ben Starr, does a wonderful job here to adjust and fit in with the team, despite how mysterious his involvement is at first. Monoco, who isn't human, has the ability to transform into various beasts and monsters, he just simply needs their feet. Don't ask me how it works, I never asked.
The team dynamic is sound, each playing their part in the story to perfection. However, what really sets this game apart is the characterization and dialogue. Maelle, who is 16 and voiced by Baldur's Gate 3’s Jennifer English, talks like a real 16 year old. No one feels typecast or generic due to cementing solid roles and moments for them to shine. Dialogue feels predictable, but in that way where you hear what you expect the characters to say. Conversations feel organic and real, and while a bold claim, I honestly feel this is the best dialogue that has ever been in a game, period. If you had told me this game was written by someone who has never worked in gaming narrative before, I wouldn’t have believed you. There are 5-10 minute conversations that engage you, making you feel something, even if the topic is something mundane and basic. I was captivated by everything presented here and simply wanted more.
As you progress, you'll set up camp. This is where plenty of these moments happen. You can talk with the team, check up on moments between the cast, and build friendships, which can unlock new moves. Every single one of these scenes builds on their character, not a single line of dialogue is wasted. It's almost as if every aspect of filler has been edited down to be exactly what is needed to be said; there is no fluff whatsoever. And with an array of dialogue choices, it allows newgame+ to allow for some different conversations. We have seen games give depth to their cast, but Expedition 33 does so much to make you legitimately care about this team, and even those who are not playable.
This expands once you start to dive into the relationships between certain characters. From Lune to Sciel, Maelle and the others, character missions help flesh out their backgrounds, the present, and the future of what the characters dream for. These moments are personal, reflective, and benefit the bond you share as a player with the team. Monoco’s story, for example, is both personal to the player and the team, a moment in his character mission that is both beautiful and yet heartbreaking, resulting in more than one shared tear between myself and the characters.
Another character that joins the team, but who is not playable, is Esquie. This larger than life balloon-like character is often the mascot/comedic relief of the team, even if everyone has their own moment to shine in that regard, especially the scene that sees Monoco decide to join the team in the first place. Esquie is very French, and very simple minded. He is a close friend to Verso, and begins to get attached to the team. And, while he could simply just be there for his role in the events that play out, he is also how you'll traverse the world map as he can swim, dive, or eventually fly you around the map. His role is incredible, and is likely destined to be a fan favorite. Give me a plushy of him now!
The world map is a return to the classic days of the JRPG, where oversized characters walked alongside tall mountains, wide rivers, and the vastness of their surroundings. This approach is well done, and you can find so many new areas, secrets, and optional boss encounters as you explore, and even more once you can fly with Esquie. This world is ripe for discovery, and I found things that made me laugh, cry, and gawk in amazement of what was before me. It's wildly impressive.
The world itself is almost like something out of a dream. Gravity is its own prisoner as islands float in the sky, beaches covered in blood and swords, echoes of a long lost battle. The locations here are surreal and fascinating, begging to be explored and admired. Each biome is fully detailed as you'll traverse caves, forests, ruins of locations from the past, to frozen treks as the team experiences snow for the first time. That said, I do wish there was a scene of them reacting to it, other than the statement of never seeing it. There is a zone early on that is underwater, or at least has the effect that it is, minus the actual water. I’d say it is breathtaking, but that sums up every single area. Hell, there are some gorgeous areas that are just there for collectibles, small zones that are nothing more than a single backdrop. The art direction in this game reminds me of the best we've seen from FromSoftware.
However, for as beautiful and alive these areas are, the bodies of previous expeditions are present, a sea of corpses of the previous 67 teams. Death is a constant companion and is present in every corner of this stunning world. Seeing a certain member of the team break, almost falling to their knees as all they see around them is death, was a fantastic moment delivered with a top-tier performance.
That scene is one of many, as the performances are some of the best I've ever seen. We've seen incredible performances before, some that elevate even bad writing, but Expedition 33 is a masterclass in its presentation from its impeccable facial capture, to the words leaving the characters lips, even if the lip syncing is off a bit on Xbox. Kirsty Rider as Lune, Shala Nyx as Sciel, and Rich Keeble as Monoco, and so many more, are at the top of their game, bringing these characters to life in very special ways.
Through the past decade and some, facial capture, motion capture, and character animations have improved dramatically from game to game. Naughty Dog, for example, is likely the front runner when it comes to adapting real people to gaming, offering high resolution modeling, and best in class motion capture. Now, that said, I've never seen facial expressions handled so perfectly than what this team has done. It is absolutely next-level.
While hundreds of teams have provided some impressive facial capture, they usually shine in the extremes and very basic elements of conveying emotion but not always in the middle. When a character cries, it is largely believable, complete with the facial aspects representing one to one. However, the subtle expressions that lead up to those things, the sigh’s that come across to convey frustration, the subtle lip movements when a character has doubts, or the rolled eyes, those elements are rarely expressed in gaming to a very believable degree. Expedition 33 revels in this as those facial animations and expressions are flawlessly achieved here. You can literally know what the character is going to say often by just reading their facial expression. Several games have come close, absolutely, but Expedition 33 is on a whole new level, especially given the team’s size.
While the game's presentation is outstanding, with well-written characters, a story that absolutely grips you, the combat is where many have been so invested that it becomes a talking point for several important factors. Years ago, SquareEnix shifted away from AAA turn-based battles, often exclusively offering them in their smaller budget Nintendo Switch releases, convinced the audience for them has moved on and wants real-time battles, or pseudo real-time combat instead. We saw the shift with Final Fantasy, and even the Remake series for VII has adopted a more real-time system away from characters taking turns like the games of old. However, Expedition 33 proves that you can still offer turn-based combat in 2025, and have it just as action-packed as some of the best games in the business.
Expedition 33 is a combination of several games. From Persona to Sekiro, to even Dark Souls, Expedition 33 provides the presentation of something like Persona, but provides parries, dodges, jumps, and even more counters and alternative parry systems into a combat system that is as reactionary as most real-time combat systems. While most turn-based games can be as simple as selecting an attack, pressing the button to see the result, and then watching the enemy do the same, few offer additional inputs to shake up damage or defensive opportunities.
Characters have a base attack that builds up AP. AP is then used to fuel your special attacks, a group of six skills you'll choose from a huge list via a skill tree. Your ranged attacks will consume AP, so it's a balance of saving what you need for an attack, and shooting the weak points, such as floating spheres, naval mines, or crystals fused into the bodies of your opponents. While that is usually the setup of most games, Expedition 33’s combat system is immensely in-depth and goes above and beyond, adding so much more.
Characters will discover and earn skills called Pictos. These have additional stat boosts like increasing your defense, agility, might, or luck. They also have a passive effect called Lumina. Once you've fought four battles, that Lumina is mastered and can be equipped without the need of the Pictos. However, you don't carry over the stat increases, only the passive ability. Pictos range all over the spectrum of their use, often changing battles in massive ways. Dodger, for example, gains you 1 AP on every perfect dodge. Cleansing Tint allows your healing items to also cure status effects, and staggering attack lends more break damage, whereas other Pictos will allow additional base attacks per turn, setting enemies on fire, and countless more options. With nearly 200, with some being upgrades of weaker ones, there is a staggering amount of them.
However, where these really come into play is when they are equipped as a Lumina. Now, one design element of Lumina that I want to point out first is that the menu to access this, and even the tutorial to learn this, is astonishingly subtle, especially as this is a crucial part of character progression. This is to the point where I have seen streamers unaware of it entirely, having their chat screaming at them. This is an issue where the team needs to provide a whole new menu to make this far more apparent. When some players on Reddit admitted to not knowing about this as they put in 15-20 hours in already before discovering it or being told, it certainly is an issue.
While you can only equip three Pictos, you can equip far more as Lumina. Throughout the game, you'll earn or purchase Lumina points. These can then be distributed to the character of your choice. So, if you have 40 Lumina points on Maelle, you can equip the total value of the Lumina you desire. If Burning Shots costs 3, and Attack Lifesteal is 15, and Combo Attack is 10, you'll still have 12 points left over to equip more. By the time I wrapped credits, I had over 90 Lumina points available to most of my team. With all the Lumina equipped, I could heal on every attack, attack twice per turn, thus twice the healing, and constantly set enemies on fire, setting up attacks from my team that would benefit from a burning enemy. Honestly, you'll feel like you are breaking the game with some of these Lumina. In fact, people have been able to attack for billions of damage with Maelle with a combination of certain Lumina and Pictos. Now, that said, the Pictos that lets you break free of the damage cap should have been something the final battle granted, not earlier on in the game.
As you'll level up, you'll earn skill and attribute points. You'll apply them to various attributes such as Agility, Vitality, Defense, Might, and Luck. Each level will grant you three points as well as one skill point towards your abilities. From Lune’s Hell Skill that deals very high fire damage, to Verso’s Purification skill that deals medium Light damage. Since each character has a wide range of attacks, as well as unique fighting styles, finding the attacks that suit your capabilities is key. Sciel, for example, uses her sun and moon powers to supercharge her attacks using a process called Fortell, so having attacks that gain it will aid in her ability to deal more damage. Verso, on the other hand, earns ranks through his attacks, so finding a way to initiate S rank right off the bat will make him a powerhouse.
Skills will need a balance towards what each character can do, as well as how they compliment each member of the party. If Maelle, who attacks via different stances, needs an enemy burning to convert into Virtuous stance, which grants her 200% more damage, then equipping Lune with Fire Rage or Hell will speed that process up. While you could apply Burning Shot to Maelle, or use her own burning skills, that would consume AP on her behalf when I want Maelle to keep some in reserve. That said, I can have Lumina equipped that increases the AP I earn as well. Having the corresponding Lumina and Skills that compliment one another is crucial to getting the most out of the system, especially on harder difficulties.
Combat is vastly more interactive than most turn-based games. You can dodge attacks with a basic dodge or pull off a perfectly timed one, as well as parrying attacks. Should you successfully parry all attacks in that opponent's turn, you'll perform a counterattack. And, should the icon appear, you can jump over some ground attacks as well. Each skill will also have a QTE prompt, ensuring you hit the A button before the timer runs out on each attack to increase the damage. However, if you despise QTE’s, the game offers a setting to automatically pull these off for you.
Eventually, you'll learn and pull off Gradient Attacks and Gradient Counters. These are slow-motion strikes that act slightly differently than your basic combat offerings. Gradient attacks work off a meter that fills as you use skills whereas Gradient Counters are attacks that enemies will often use instead of their standard attacks. These are done in slow motion as the fight enters a different visual look, indicating their use. These are easier to parry than some attacks, but due to the slow-motion effect, the timing can take a little getting used to. Still, when you do pull off the counter, it's incredibly satisfying.
Expedition 33 has a ton to offer in combat that makes every battle thrilling, especially against the larger and more intricate foes. Hits feel crunchy, skills, abilities, and everything your kit will provide, has the weight you want from it. Knowing what Lumia to have equipped, to understand the mechanics to the fight, such as one where if their crystal is charged enough and emits a red color, they are invincible to damage. Some fights are a test of ensuring your team is min-maxed to hell and back. Some areas on the map will label themselves as dangerous, meaning you are vastly underleveled for the challenge. That said, you could technically take on that challenge due to executing perfect parties, dodges, and counters. And, it's not just battles you'll find, as there are plenty of beach activities to take on too that offer some fun mini-games.
Part of what allows Expedition 33 to shine, is the presentation. With Persona-like combat menus, to the slow-motion and warped effects, I would often get into battle just to see these effects. Adding to this visual presentation is the game's soundtrack. Lorien Testard, who was discovered by the game's Director, Guillaume Broche, was found via a gaming forum, luckily stumbling across it an hour after it had been posted. His work? well, it was mainly on Soundcloud. And after a discussion and invitation to work on the game, he accepted the offer and made his video game debut. The soundtrack, clocking in at eight hours and nine minutes, features a staggering 154 songs. To say this soundtrack is impressive, would be a wild understatement; it's a masterpiece. Aside from the main theme and a few others, you'll rarely hear the same song again. Bosses have their own theme, as do each of the game's several environments and characters. It is honestly the most impressive debut for a composer I've ever seen.
I certainly want to be tight-lipped on the story since it does things I've always wanted to see done. The end of Act One is astounding and incredibly bold, providing one of the most intense moments in the game. The breadth of the narrative is absolutely wild, giving characters motivations that make sense, dialogue that helps get the point across without any repetitive nonsense. And toward this story, the writer, Jennier Svedberg-Yen, almost wasn’t a part of this game at all. Svedberg-Yen, who has never worked in games before, initially auditioned for a voice role. And while she did initially land a major character in the story, at the time, a few rewrites and role charges later, she instead became the game's lead writer, penning one of the most beautiful stories in games ever made.
Expedition 33 is also a perfect example of how Unreal Engine 5’s tools can make development far easier and more efficient. When Unreal Engine 5 was revealed, it gave a hefty list of features. From lighting, texturing, to a speedy method of producing gorgeous character models, it was a toolset that was begging to be used. Sandfall Interactive certainly took advantage of everything Unreal Engine 5 can do. Lighting is incredible, character models are heavily detailed, and the texture quality is fantastic. This is a showpiece for small studios to really pay attention to, providing a way for small teams to compete with the AAA industry. Few AA games ever look this good, let alone AAA games with ten times the budget.
Expedition 33 is a masterpiece and a game that will be talked about for years. From the brilliant story, expertly delivered performances, to one of the most memorable soundtracks and casts in years. Turn-based games have had some struggle in capturing a new audience, usually lacking the action and excitement most games today offer. However, Sandfall Interactive proves that the execution is what matters, offering a turn-based system that is insanely action-packed and constantly engaging. Expedition 33 is astounding, entertaining, and wildly successful in everything it achieves.
Developer - Sandfall Interactive. Publisher - Kepler Interactive. Released - April 24th, 2025. Available On - Xbox Series X/S, PS5, PC. Rated - (M) Blood and Gore, Strong Language, Suggestive Themes, Violence. Platform Reviewed - Xbox Series X. Review Access - A review code was provided by the publisher for the purpose of this review.


Jeff is the original founder of Analog Stick Gaming. His favorite games include The Witcher III, the Mass Effect Trilogy, Hi-Fi Rush, Stellar Blade, Hellbade: Senua’s Sacrifice, and the Legend of Heroes series, especially Trails of Cold Steel III & IV.