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Showing posts with label 2025. Show all posts
Showing posts with label 2025. Show all posts

Sunday, December 28, 2025

Infinity

A canceled RPG for the Game Boy Color brought back after two decades by Incube8 Games, Infinity is certainly noteworthy for being a long-lost piece of video game history.  But was this a title worth reviving, or should it have stayed an obscure footnote in the long history of portable RPGs?


Infinity is a standout among portable RPGs, as it's not a relatively common case of a new game built for a retro platform.  Rather, it began development in 1999 for the Game Boy Color - a short-lived upgrade to the original Game Boy that launched in 1998 and was supplanted by the Game Boy Advance in 2001.  With that platform's launch, the development team at Affinix Software reluctantly canceled the game, as they figured it wouldn't find much of an audience on an outdated platform.  It largely faded into obscurity for many years until its developers released an incomplete prototype online in 2016, piquing fan interest.  Incube8 games, a developer and publisher largely known for publishing niche games on retro consoles, launched a Kickstarter campaign to complete and release the game, and in December of 2025 they finally did just that, releasing it as a digital ROM with physical cartridges to come at a later date.

It's easy to see why the prototype garnered the interest it did when you play it, though; this is quite a solid '90s style RPG.  Combat is somewhat reminiscent of games like Ultima, Fallout and Krondor, with turn-based battles on a hex grid.  It's also surprisingly light on UI elements - to move you simply press toward an open space and press A; doing the same to a space occupied by an enemy attacks.  B defends, and pressing A without holding a direction brings up the menu to use spells, items, gems, or attempt to run from combat.  Similarly, items and spells are indicated by icons and selected by pressing a direction and the A button in conjunction (with neutral A cycling item pages).  As one would expect, normal attacks can only target adjacent spaces, while spells (and most techniques) can reach longer ranges.  Admittedly this is a bit strange for the archer character, who must use a (1 MP) technique to target distant spaces with his weapon.

Gems are a unique feature to the game, and can be equipped and activated in battle to achieve various effects (boosting attack damaged, reduced physical damage, buffing elemental spells).  However, they do run off a finite resource called "Gem Points", with each turn they're activated consuming one point whether you use a corresponding skill or not.  In order to recharge them, one must unequip the gem and fight battles to replenish their supply of points.

The game is very reminiscent of many '90s RPGs, though, in that it's not simply a matter of equipping the "strongest" gear - on several occasions I found elemental gear that was less effective than a weaker weapon against an area's enemies.  Similarly, trading heavier armor for that which provides more magical defense is often a wise move, particularly against hard-hitting bosses.  Finally, you will have to stop and gain a few levels at times in order to progress - each new dungeon is a significant leap up in danger, random encounters are frequent and the bosses in general are quite challenging.  Having a couple of escape ropes and a good supply of healing items on hand is all but required.  Thankfully you do get a decent amount of XP and money per fight so it's not overly grindy, and being able to save on the overworld at any time with a simple press of the A button is quite handy.

The game easily ranks among the most visually impressive Game Boy color games I've seen, too.  Each character has quite a few combat sprites that are all fluidly animated; even the mundane enemies and their moves all feel distinct, to say nothing of the bosses.  The overworld map isn't a simple top-down view but is seen at a slightly isometric angle, scrolling a bit diagonally when you move along the Y axis.  Environments are also laden with subtle visual effects, such as heatwaves in the desert areas/lava caves and grass and flowers being blown by the wind.

The story is a step apart from many RPGs seen on portable platforms, too.  This is no light-hearted adventure; instead it's a ruthlessly grim tale of a world ravaged by war, plague and immoral magical experiments, with something truly wicked and maleficent brewing beneath the surface as a result of man's hubris.  Its characters are often embittered, vengeful or even self-loathing, with a majro one of note being the main protagonist Connor; he's a very depressed, embittered character, grieving the loss of his wife and regretting the atrocities he took part in during the wars waged by his king, and he very much carries a death wish for much of the game.  Other characters are equally complex and often harbor dark secrets and grudges of their own.  Basically it's much less Dragon Quest and much more Game of Thrones, which for the late '90s/early '00s was not a common sight, especially on handhelds.

Infinity is clearly a game with a lot of passion and polish behind it, doomed by having the rug pulled out under it as it neared completion.  I could easily see this game becoming a hit had it been released before the GBA's launch; for an early '00s RPG on a portable platform it has quite a bit of content and a surprisingly good, dark storyline; a common sight for Playstation games, certainly, but a relatively rare one on Nintendo consoles.  With the circumstances of its release in 2025, though, it's probably just going to remain a little-known niche curio for die-hard retro RPG fans or Game Boy enthusiasts.  Still, for the tiny audience it was Kickstarted, finished and released for, this is a fine title and well worth a look.

 

Developer: Affinix, Incube8 Games
Publisher: Incube 8 Games
Released: 2025
Platform: Game Boy Color (Digital ROM and physical releases)
Recommended Version: N/A

Saturday, October 4, 2025

Ghost of Yōtei

The sequel to the hit 2019 game Ghost of Tsushima, though storywise it has no direct connection; instead it's set in rural Japan in the 1600s and follows Atsu, a mercenary on a quest of revenge against her family's killers, the ruthless Saito clan.  Gameplay-wise it remains very similar to Tsushima, though many new elements are added.  One can disarm enemies now and throw their weapons to inflict heavy damage on others, and by completing some sidequests you earn the aid of Yōtei's wolves in battle.  You also utilize a wider variety of melee weapons, including dual-wielded katanas, a yari and even a kusarigama, adding more variety to battles.  You're also afforded more leeway in how you approach all the game's missions, as you can defeat five of the main antagonists in any order.  Side-stories are better paced and less monotonous than the first game's in general, and and optional objectives have more variety, from hunting bounties to dueling ronin.  Basically, if you enjoyed the first one, this is a more polished and fun version of what you got the first time around; as someone who had a great deal of fun in Tsushima, it can only be a good thing to me.

Absolutely gorgeous-looking game, too.

Developer: Sucker Punch
Publisher: Sony Interactive Entertainment
Released: 2025
Platform: PlayStation 5

Wednesday, October 1, 2025

Shantae Advance: Risky Revolution

 This one has a bit of an odd story behind it.  It began development in 2002 as a followup to the first Shantae game on Game Boy Color, but was shelved when WayForward wasn't able to secure a publisher.  Many years later Matt Bozon streamed the unfinished prototype to see if fans would be interested in seeing the game get a wider release, and positive reception led him to dust off the twenty-year-old source code, polish and finish the game and finally release it, both as a limited-printing Game Boy Advance cartridge and an enhanced digital version across modern platforms.  So while it's the sixth game to be released, it's the second game in the chronology.  Fittingly it feels much like Risky's Revenge, though with a slightly different gimmick - you cross through doorways that take you between foreground and background layers, and there are large actuators you can hit that rotate the foreground and background to change the layout of the levels.  Transforming is also considerably quicker (you just hold down the button and press a direction), and each of your forms also gains several upgrades throughout.  With all that on the table, it's more Shantae - charming Zelda-likes with a solid (and often risque) sense of humor and some very polished gameplay and animations, and more of that format is never a bad thing in my book.


Developer: WayForward
Publisher: WayForward, Limited Run Games
Released: 2025
Platform: PC, Switch, Playstation 4, PlayStation 5, XBox One, XBox Series, Game Boy Advance

Sunday, September 14, 2025

Rune Factory: Guardians of Azuma

A spinoff of the Rune Factory franchise, which is in turn an offshoot of the Story of Seasons franchise, Guardians of Azuma blends action-RPG, town building and farming sim elements into a single experience.  But does it prove to be a compelling experience, or does its odd blend of elements just become a mess?

Story of Seasons (formerly known as Harvest Moon) is a series I'm familiar with, though not overly; it began as a late-era release on the SNES, and after finding success there, has since had a long string of sequels and spinoff games, mostly on handheld platforms.  Once Marvelous took over localization for the series in 2014 they rebranded it to Story of Seasons, which is the title it continues to use today.  Rune Factory is a more fantastical offshoot of the franchise that works elements of dungeon crawling into the format, making powering up your character just as large a component of the overall gameplay.

Guardians of Azuma (apparently a spinoff rather than a numbered sequel, though I'm unsure why that's the case) is the first Rune Factory game I've actually played, so I went in with only a vague idea of what to expect.  The general concensus I found was that these kept the farming gameplay of the parent series, just mixing in elements of action-RPGs and dungeon crawling.

That's pretty much what I got with Guardians of Azuma, though it also had quite a bit more going on than I anticipated. In fact the farming element is largely de-emphasized in favor of other pursuits.  Each weapon, subweapon and skill (farming, smithing, cooking et al) has associated skill trees, with each earning exclusive points through use.  Completing tasks during the day also earns you "All-purpose Experience" when you rest that can be spent on anything.

Combat in the game isn't especially deep, but is well-polished and fun.  In addition to your main melee weapon (which can also take the form of shortswords, greatswords, talismans, etc), you also have a bow for ranged attacks, as well as subweapons like your drum (which heals your allies and damages enemies) or a sacred sword that burns away corruption as well as dealing heavy damage.  Perfectly-timed attack dodges give a couple seconds of slowed time a la Bayonetta, and special moves run off of "RP", which slowly regenerates on its own or can be restored by food items.  One can also access special moves that run off "spirit bars" which fill gradually as you inflict damage with weapons or take damage yourself.

Farming does indeed function as it usually does in these sorts of games - plant and water seeds, harvest the crops to sell, get more seeds to plant, et cetera.  However, it also ties into a larger town-building element.  There are many quests to complete in each town, and doing so raises your village level.  As your level increases, more types of buildings and decorations can be placed and more villagers arrive, allowing you to staff buildings to provide services and automate tasks like lumber harvesting, mining and even farming.  Each unique building type placed also increases your character's stats.  Villagers all have a random assortment of traits which make them more suited to certain tasks than others, though this has a pretty minimal effect overall.

Finding crafting recipes is another major trope for games like this, and Guardians of Azuma has no shortage.  Most enemies drop materials, one can chop wood and mine spaces on the map to gain other types, and and hunting down frog statues in the field earns you food recipes (unlocking more as you report back to Croakie in town).

Another trope of these games is building bonds with named NPCs, and indeed, it's no different here.  Giving gifts, spending time and completing requests earns affinity levels that also unlock story scenes; not completely unlike the Persona games.  (It seems every RPG is doing Persona better than Persona these days.)  Of course per series tradition, marriage can follow if you raise affinity high enough with particular characters; and yes, same-sex marriages are allowed.  Most named NPCs can also accompany you as you head into battle, and keeping them in your party (and hearing their interactions) will also raise your affinity level with them.  Their AI also surprisingly good, though they do have their own HP and RP meters to keep track of, so keeping them in good shape with your extra items will go pretty far in helping you build bonds and clear dungeons.

Perhaps most surprising is how engrossed I found myself with Guardians of Azuma's narrative.  It incorporates surprisingly well into the theme of passing seasons and prosperity, and its cutscenes contain quality voice acting, emotive characters and even a surprisingly decent sense of humor, which is something I didn't expect.

So yeah, I was pleasantly surprised with Rune Factory: Guardians of Azuma.  You can still see the Harvest Moon roots, but only just; at its core is a fun title that feels a bit like a blend of Dark Cloud and Ys, with quite a lot of content to see and some substantial replay value if you want to see all the romance options.  It may not be one of the genre's best or even a super deep game in general, but I was just after a fun RPG to play on my Switch 2, and it fits the bill quite nicely.  A fun way to spend a month while I wait on year-end releases like Ghost of Yotei, Dragon Quest 1/2 HD-2D Remake, Metroid Prime 4 and Outer Worlds 2.


Developer: Marvelous
Publisher: Marvelous
Released: 2025
Platform: Switch, Switch 2, Windows
Recommended Version: I have only played the Switch 2 version but it runs flawlessly on there; no slowdown, stuttering or other issues.

Saturday, August 9, 2025

Deltarune (Chapters 3 and 4)

Four years later and we finally get more Deltarune.  Was the wait worth it?  I think so.  The passage of time (nearly seven years since the first chapter dropped) has done nothing to deter Deltarune's unique charm. Toby Fox's world and characters are as supremely creative and delightfully unhinged as ever, with one chapter taking part as a demented TV game show with a surprisingly tragic bent, and the second continuing to build up the unique world and characters present.  The character chemistry is brilliant, the dialog is consistently hilarious and the emotional beats all land; simply put, the writing is phenomenal on every front.  The games also contain some of the most beautiful spritework I've ever seen, with incredibly expressive characters, incredible use of lighting and shockingly fluid animation.  Combat retains the same gimmick but remains as fresh as ever, with every battle (even with mundane enemies) finding new ways to surprise me and implement new ideas, never becoming monotonous.  The fact that it does all this in chapters that only last about 4-5 hours apiece is commendable too; they pack more personality and charm into those few hours than every Ubisoft open world content-for-contents-sake turd combined.  Really, the only negative aspect is I know I'm going to have to wait many long months to see more, but the memories these chapters have made are more than enough to tide me over.


Developer: Toby Fox
Publisher: Toby Fox, 8-4
Released: 2025
Platform: PC, macOS Switch, Switch 2, PlayStation 5, PlayStation 4

Wednesday, August 6, 2025

Shadow Labyrinth

I don't think anyone could have guessed what they'd get with Shadow Labyrinth; I certainly didn't.  It just looked to me like a pretty generic Metroidvania with a vague space age horror vibe.  Well, I was correct, but what surprised me is that it's actually a tie in to Pac-Man; you know, the game where you play as a little round yellow guy and eat up dots while dodging ghosts?  Yeah... here he's reimagined as a small floating robot called Puck who aids the protagonist, a phantom-like being called Swordsman No. 8, in battling all sorts of undead creatures and phantoms called G-HOSTS (tee hee).  There are a few callouts to the old games, like being able to travel along walls as Puck a la Metroid's spider ball, collecting little yellow dots (which serve as currency) and, most bizarrely of all, morphing into a giant mostly-invincible monster form to get an edge over powerful enemies.  Said monster from can also eat said enemies to gain materials for upgrade crafting; in fact you'll have to do this quite a lot throughout the game.  You'll also collect little lore bits strewn about as well as basics like health upgrades and the occasional new ability to aid you in combat or reach new areas.  Shadow Labyrinth is a competently made Metroidvania; it's just not very unique or memorable other than the weird use of the Pac-Man license.


Developer: Bandai Namco Studios
Publisher: Bandai Namco
Released: 2025
Platform: PC, Switch, Switch 2, PlayStation 5, XBox Series

Sunday, August 3, 2025

Bravely Default: Flying Fairy (HD Remaster)

Bravely Default: Flying Fairy, ridiculous title aside, is clearly meant as another callback to 16-bit Final Fantasy, copying in particular from Final Fantasy V.  The overall storyline and job system is there, with each of the 24 jobs having around 20 abilities to unlock, as well as the ability to mix-and-match class abilities and skill sets to create hybrids.  Aside from that, the new additions are mostly ancillary - there's a little achievement system built in for filling out the bestiary, equipment lists and hitting certain story points, and various other little quests to complete that serve as compliments to the tutorial messages by awarding items when you successfully put their lessons into action.  A major subplot/sidequest is rebuilding a town by assigning workers, which takes numerous hours of real time; finding "Passing Souls" (avatars of other players on your friends list) will give you more workers to utilize to speed up the process, and the town in question can be accessed at any time outside of battle via the menu to take advantage of its services.  The only notable addition to combat is the titular Brave and Default system - Default is your Defend but also stores up an extra turn for you to use, and Brave spends those extra turns, as well as letting you spend later turns in advance, allowing you to get up to four consecutive actions per character in a round.  All this sounds interesting, but they forgot to make any of it particularly fun or engaging.  Combat is super slow and drawn-out, with even normal enemies being walls of HP that take numerous turns to whittle down, and boss battles reach into almost unbearable territory.  The incredibly high encounter rate manages to make even relatively short dungeons torturous, and even the option to turn it down to half doesn't help much. Fights all give a pittance of Experience and Job Points so it takes absolutely forever to power up and learn skills, and that's just ridiculous; modern RPGs, even ones that are allegedly "homages" to what came before, should be more briskly paced and less grindy than games from the '80s and '90s, not worse in both categories.  It never feels like you're building an effective team to counter a bosses' patterns or exploit their weaknesses, just trying to outlast them through sheer endurance regardless of your party build.  Also not helping the engagement factor are the extremely basic and derivative story, clichΓ©d characters and ultra campy dialog that feels like it came straight out of an episode of the Mighty Morphin Power Rangers.  It's just baffling why they got big-name VAs like Erin Fitzgerald, Bryce Papenbrook and Spike Spencer aboard just so they could waste their talents with terrible directing and such an insipid script.  I only spent about five or six hours with Bravely Default; in that time, I saw nothing to convince me that this isn't just another forgettable, mediocre game coasting on nostalgia for an earlier era,  which makes little sense considering the games it's clearly aping from were readily available on numerous platforms even at the time it was originally released on the 3DS.  Really,  just grab a copy of the Final Fantasy Pixel Remasters instead of settling for this lame knockoff; Final Fantasy V is a timeless game that still holds up beautifully, whereas this game (and franchise) will only get a few more fleeting months of attention before everyone remembers why it sucks and it's cast into bargain bins to be forgotten once again.  And hey, you get five more games for your $60 with the Pixel Remaster collection; four of them are even good!

Developer: Silicon Studio/Cattle Call
Publisher: Square Enix
Released: 2012,2025
Platform: 3DS, Switch 2

Saturday, August 2, 2025

The Adventures of Elliot: the Millennium Tales (Demo)

Produced by prominent Square Enix producer Tomoya Asano, The Adventures of Elliot: the Millenium Tales is a Zelda/Ys clone made by Claytechworks, who also developed Bravely Default 2.  Utilizing Asano's trademark (and still gaudy and distracting) HD-2D style, the game takes place largely from a top-down perspective, having the player battle enemies, avoid obstacles, do a bit of platforming, uncover hidden secrets and of course take on the occasional boss fight.  It plays competently and solidly enough, but isn't very unique save for a few elements; some good, some bad.  ZL and ZR are map and inventory, respectively, which isn't very intuitive to me as a long-time Zelda player.  One can also parry attacks via a well-timed press of the R button, which can occasionally stun enemies or reflect attacks; I didn't find this very intuitive or useful, though, and just found it more economical to dodge them.  You can find objects called Magicite that can be equipped to boost your stats or abilities, such as letting your arrows hit multiple times per shot.  You also have a fairy sidekick who can be maneuvered around to pick up items or, more usefully, to teleport to her current position by pressing the L button, letting you skip over gaps.  She also affords you a dash power, which seems pretty useless since the environments aren't very wide open and hitting anything brings you to a dead stop.  (She also cuts in constantly with obvious tips and other banter, which is all fully voiced and pretty grating.).  If you die at any point you can either choose to continue right from where you are for a small money cost, or reset to the last checkpoint.   Continuing is dirt cheap and even lets you pick up mid-fight during boss battles, so I see little reason to pick the latter.  The game is overall competently made and plays decently but from the demo I see little reason to recommend it over a good Ys or Zelda title.  Maybe the full version will have a some more unique elements to offer, but from what I've seen here, I'd say wait for a substantial discount.  Or just buy Echoes of Wisdom if you haven't already, which looks and plays great on the Switch 2.

Developer: Claytechworks
Publisher: Square Enix
Released: 2025
Platform: Switch 2

Oh it crashed twice when I played it too.  One literally five seconds after starting the game (though after redownloading the demo, it seemed to work) and the other when I collected a chest and then pressed the R button.

Wednesday, July 16, 2025

Neverwinter Nights 2 Enhanced Edition

Neverwinter Nights is a series I'm not overly familiar with; I never played the original at all, and even though I did try out 2, I never got very far in since it's running on janky, dated code that makes it unpleasant to play on modern Windows.  I was hoping the Enhanced Edition would improve upon this, but they don't seem to have put a great deal of quality of life improvements into this remaster.  It runs at higher resolutions and without weird animation bugs but it still has bizarrely long load times, weird collision detection and a somewhat clunky UI (get prompted to save before I load?  seriously?).  I also had a controller plugged in that would vibrate during the bigger hits and couldn't find any way to disable it in the options.  Not to mention several options just seem to not work; I disabled switching characters when I click on them and it still happened.

As for the game itself, it's based on Third Edition Dungeons & Dragons, which is pretty jarring for someone who isn't overly familiar with the tabletop game and previously only played the Baldur's Gate titles.  You can freely swap between classes after gaining levels (with some exceptions) and now gain upgrades in the form of Feats and stat upgrades to tweak your character more and more into a niche playstyle.  Alchemy, crafting weapons and armor, and thief skills are now also available to any class, and there are so many sub-races that I just started getting choice paralysis before very long because there's so many damn options and no way to know which ones will actually benefit you or not (at least not without playing the game to death and memorizing every one of its maps).  Like Icewind Dale most of these seem to be pretty moot since the primary focus is just on endless dungeon crawling and combat, so there's little benefit to picking anything not geared specifically toward killing things more efficiently.  Crafting armor and weapons and alchemy also seems pretty pointless when you can just buy most anything you need for a pittance; I get that it's there for completeness owing to the more open-ended, roleplaying focus of the table top game, but if it's not going to be the slightest bit practical in a video game adaption, why include it?  The story also just feels very generic overall and the voice acting is honestly pretty crappy for a 2006 game, so... yeah.  I got bored of it real quick and just found myself replaying Baldur's Gate 3 again, rather than retreading a 'classic' that's aged like an isotope of hydrogen-5.


Developer: Aspyr Media, Obsidian Entertainment
Publisher: Aspyr Entertainment
Released: 2006, 2025
Platform: PC, Switch, PlayStation 4, PlayStation 5, XBox One, XBox Series

Sunday, May 4, 2025

Clair Obscur: Expedition 33

The debut title of French studio Sandfall Interactive, Expedition 33 got a lot of attention for its visual design and stated goal of bringing big budget turn-based RPGs back to the limelight.  But does this expedition reach its destination, or does it just stop short?


Clair Obscur was hyped up a fair bit before its launch, especially by its developers, who admitted that it drew inspiration from the Final Fantasy and Persona franchises, yet touted several added flourishes like quick-time events during combat.  It certainly made a strong first impression with trailers showing off its flashy presentation and relatively fast-paced design, and it sold like gangbusters on launch, breaking a million copies sold in only three days and having nearly 130,000 concurrent players on Steam at its peak.

Visually it's easy enough to see where E33 takes its inspirations from.  The game utilizes relatively realistic characters in worlds of fantastical monsters and surreal sights a la Final Fantasy, and the zippy movement and combat menus clearly draw inspiration from Persona 5.  It's also apparent in the combat system, with each character wielding a gun that can be fired multiple times per turn as long as they have AP, though unlike P5 you can precisely aim at specific targets on some enemies to deal heavy damage.  Gunshots are relatively weak otherwise, though they can be augmented with special properties to make them a more efficient use of your AP, and they come in handy against flying enemies (which tend to dodge melee attacks); they come into play out of battle too, where they can be used to stun and slip past enemies without a battle or solve the occasional puzzle by shooting at hidden targets.

The overall design of E33 showcases a few minor elements of Soulslikes as well, giving you a limited supply of healing items that can only be replenished at save points or by camping on the world map (though you can find or purchase upgrades to get more uses between rests), and enemies only respawn in an area once you choose to rest.  The game's backstory is largely filled in by finding logs of previous Expeditions that met with disaster, though it has plenty of its own narrative, characters and cutscenes as well so you never feel like you're just vicariously experiencing all the interesting events after the fact.

Combat in E33 is indeed turn-based, with a bar on the side showing each participant in the current battle and some attacks able to delay or cancel turns when they land; slightly reminiscent of games like Final Fantasy X or Grandia.  Also familiar is the ability to time button presses to power up attacks and dodge enemy strikes a la Paper Mario.  Also like Paper Mario, you have two major defensive options in parries and dodges; dodges allow you to avoid damage when successfully timed, while Parries have a tighter window.  However, Parries recover AP when successful, and parrying every attack in an enemy's combo will also give you a free hit on them.  Some especially large attacks must be jumped, and if successful the the entire team can do a followup counterattack for heavy damage.  Getting relatively adept at these quickly becomes key to survival, especially on higher difficulties where one or two good hits will usually take out a character.  Even on lower settings, though, combat in the late game gets downright brutal; enemies get five to eight attacks per turn and every hit has a chance to inflict a status effect that can stop you gaining AP or even render unable you to block or dodge at all, which is basically a death sentence on the next turn.  Basically you end up having to evade upwards of 20 consecutive attacks with no mistakes or you just get spiraled into oblivion, which is a lot more frustrating than fun.

Per JRPG-inspired title standards, there is a pretty big focus on unique character skills and customization present in the game.  Leveling up grants each character spendable stat and skill points, and each has a unique skill board on which to unlock new combat abilities (a bit like FFXII's license boards), up to six of which can be equipped at a time.  Further adding to this are Pictos, which grant stat bonuses and bonus effects (termed "Luminas") while equipped.  Once a Picto is "mastered" by winning battles with it equipped, the Lumina effect becomes freely equippable by all characters using their limited pools of Lumina points; the base amount is equal to the character's level, though you can also raise it by using collectible items.  Weapons likewise have elemental properties and traits that can be unlocked by raising their levels, though unlike Pictos, these can only be utilized while equipped with that particular weapon.  As a result new weapons don't serve as straight upgrades, but are more or less "side-grades" with comparable stats and traits, and one can increase weapon levels via items or (randomly?) by winning battles.

Building on this even further, each character has unique combat mechanics that can be set up to cleverly interplay with one another.  For example, Gustave builds up lightning charges by attacking and avoiding enemy strikes, and once powered up enough he can unleash them all at once in a single attack that deals heavy damage and can potentially Break an enemy, stunning them for a turn.  Lune utilizes elemental abilities that "paints" spaces on her weapon; said Paints can be spent to add bonus effects like extra damage or reduced AP cost for a later attack.  Maelle's mechanics are reminiscent of the Watcher from Slay the Spire, swapping between three different Stances - Offense boosts the damage she deals and receives, Defense reduces damage she takes and allows her to build AP by dodging or parrying, and Virtuouse doubles the damage of her next attack.  Special moves often get added effects when certain conditions are met, which can lead to some very fun synergies - for example, Gustave can Mark an enemy, Lune can follow up with Immolation to deal bonus Burns to a Marked enemy, and Maelle can instantly be put into Virtuouse by striking a Burning enemy, then follow up on subsequent turns with skills that take advantage of Virtuose state, having reduced AP cost or even keeping her in Virtuouse for another turn if they land.  It cleverly encourages the player to experiment with each character's available skills, Pictos and Luminas, and you can build some extremely powerful teams once you get into the swing of it.

Of course a major selling point for any modern RPG is its worldbuilding and storytelling, and Expedition 33 succeeds in fine fashion here too.  The world it depicts is an extremely bleak one, kept under the thumb of a dark witch known as the Paintress, with human survivors largely relegated to a single town, finding joy wherever they can despite their grim prognosis.  Every year a select few embark on the titular Expeditions in hopes of eventually hunting their nemesis down and freeing their world, with the game centering on Expedition 33 - not the 33rd in the series, but adults who will perish once the next Gommage comes and everyone older than that age vanishes.  It tells its tale brilliantly through its imagery and emotion, adequately explaining itself without over-relying on naked exposition.  The acting throughout is fantastic, with dialog feels very human and organic - characters emote naturally throughout, getting into heated back-and-forth arguments at particularly tense moments and facing moments of indecisiveness, doubt, fear and pain, all acted with surprising credibility.  They even manage to find beauty in their unrecognizable ruined world, encountering constant bizarre sights and imaginative creatures, and joke around and make wisecracks to add a little levity and avoid succumbing to despair.  Basically, they think and act like real people, which is not an easy thing to pull off in any medium, but especially in the oft-contrived realm of video games.  Even the story's antagonists have a surprising amount of depth and humanity and aren't just nuanceless straw men for the protagonists to knock down, which is something I've gravely missed in the era of armchair revolutionary rubbish like Persona 5 and Xenoblade 3 and Metaphor.

E33 takes care to keep hold of something so many modern games lack, which is pacing.  It's a fairly brisk game by modern standards, with a main story that runs about 25-30 hours and full completion taking around 50, which keeps surprisingly well in step with many of its inspirations.  One can experience the story again while keeping their powered up characters and weapons via New Game Plus as well, which is always welcome, and of course there's plenty of challenge for die-hard gamers through optional battles, hidden secrets and three difficulty modes, the highest of which requires some very on-point parrying and dodging if you want any hope of survival.  Personally I found one playthrough to be enough; it told its story very effectively and I didn't feel any real desire to punish myself with even more difficult and harrowing battles when the normal fights were getting into the realm of one missed parry being an automatic death.

I also would like to see a few more quality of life improvements; an option for more precise visual feedback on when to time dodges/parries would be welcome.  The camera does pan in slightly to tell the timing for melee attacks, but for projectiles and some of the flashier moves that have a lot of screen shake it can be difficult to judge at times.  The other is is that the game lacks a minimap for dungeons and towns, which can be annoying during some of the larger and more maze-like areas.  They do go out of their way to make each area feel very distinct, with a lot of distinct landmarks and a compass you can bring up via the quick-menu to help you navigate, but still, even a map screen that gradually fills in as you explore a la Ultima Underworld or Final Fantasy XII would be nice.  

Clair Obscur: Expedition 33 was a surprise to many gamers when it was announced, and though I was skeptical at first, I found myself impressed by it.  Its story and characters are captivating, its gameplay highly polished and efficiently designed (if a bit overdone), and it's easily one of the most visually striking games I've seen in some time, showcasing a world that's bizarre, beautiful and strangely compelling in spite of its often depressing concepts.  Its inspirations are apparent, with many of its mechanics reminiscent of elements from other games, but it blends them together in a way that feels surprisingly fresh and unique as a whole.  The fact that it's a relatively brisk and filler-free ~30 hour experience, tells a surprisingly strong and mature tale without relying on lame straw man villains or spoonfeeding you mountains of naked exposition, and costs only $50 at a time when games and even consoles are jumping in price is nothing short of commendable too.  Companies and fanboys are always eager to equate sheer runtime with a game's value, even when they rarely having enough compelling gameplay or storytelling to fill it, so games that maintains a high level of quality and solid pacing as they do it are becoming increasingly rare.  All told, a solid first effort for Sandfall and a fine homage to the '90s/early '00s era of Final Fantasy.  I just wonder how many of the people fervently worshipping this game now are going to stick with it once the honeymoon period ends and how many are going to start saying they always hated it and go back to harassing Square Enix's social media manager about how Final Fantasy is the only "good" RPG series and it's been total shit since 2003 and the only way to save the genre is to hire them to create an HD-2D remake of Final Fantasy VI that massively expands the story and gameplay and gives the characters more depth but also somehow perfectly recreates the brain buzz they felt playing their first story-based game at age 9...

 

Developer: Sandfall Interactive
Publisher: Kepler Interactive
Released: 2025
Platforms: PC, Playstation 5, XBox Series
Recommended Version: I have only played the PlayStation 5 version but they all seem to be more or less on even footing.