"We continue."
Reviews touting this as one of the best games ever made are common, and this is one of them. But I'll go one further. It transcends the format and is arguably one of the best experiences I've ever had in a media presentation. Did that get your attention?
Announced last year with an intriguing and mysterious teaser trailer, we were introduced to Lumière, a Paris-like fantasy world set at some point in the past after an apocalypse called the Fracture. It is ruled over by this godlike being called the Paintress who gained her name by painting a descending number every year on a monolith so large that it dominates the horizon. When she rouses from her slumber and wipes away a number, the people of Lumière suffer an unspeakable tragedy, as everyone of the age the Paintess paints vanishes into ash and rose petals.
For 67 years this has been happening, since the Fracture which twisted the landscape and wiped away the world. The people of Lumière do what they can to survive with this looming death sentence that is systematically reducing the age of their eldest citizens every single year.
We first meet Gustave, a well dressed man who seems to exude a mix of intelligence, kindness and world-weariness with a touch of knowing optimism caged in a wry humor. He is nervous about reuniting with an old love on the day of the Gommage, which is what they call it when the Paintress does her thing.
He’s a strong leading man. Voiced by Charlie Cox (Daredevil) he is immediately likable and a slightly unusual choice for a fantasy adventure. He isn’t macho or especially stoic, he just feels alive. We are then introduced to Maelle, whose relationship with Gustave seems to be a mix of adopted sister and daughter. Their banter is playful and clearly loving, but she is quite different from him. She dreams of leaving Lumière and has every intention of doing just that.
See, the people of Lumière are not content to just sit and continue to die. Every year they organize an expedition to try and travel to the Paintress, or at least make a path to get to her and discover whatever they can so that the next Expedition will have greater success than they do. These Expeditions have slowly fallen out of favor because the years keep ticking down and now there are precious few left before any meaningful fight would be impossible.
Gustave and Maelle are just two members of Expedition 33, which is also the current number on the Monolith. Those who are 32, and others like Maelle who is only 16, set out with some new technologies and a hope to stop the Paintress once and for all.
That might seem like a lot of spoilers, but that's all just the set up which occurs within the first hour of the game. A game that wears its uniqueness on its sleeve, and proudly steps up shouting you don't need a team of hundreds and tens of millions of dollars to create something wonderful.
To put this into context, this hybrid turn-based RPG (Role-Playing Game) with J-RPG roots (Japanese-RPG) is very uncommon in 2025. Turn based games have all been abandoned by game publishers who have almost all adapted long running franchises that used to use those mechanics in favor of action. There are no micro-transactions or hidden DLC’s you have to purchase to unlock all the content. It is also $30 less than what AAA publishers are charging for their latest and greatest.
Made by a team of just over 30 people, many of whom were junior game designers when they started, they spent six years developing this masterpiece. They found a musician on an online forum trying to sell sound files, who then produced eight hours of unspeakably beautiful music. The art direction and graphics are impeccable, and there are very few times the game isn’t absolutely breathtaking and cinematic. The story immediately pulls you in like a page-turner novel as you fall in love with the characters.
Of course if that was all the game offered it would be good but not great. But it also has one of the most unique and deep combat systems I’ve encountered in an RPG. There are literally thousands of different combinations of builds, with each playable character unique and viable as a team member. The side-content is even engaging and well thought out, with moments of absurdity and levity in a game that primarily deals with grief and death.
The real change to game play comes in the form of an active mechanic when defending, with a properly timed button press all incoming damage can be dodged or parried. If parried, your character will counter-attack hard for a lot of damage. Except the timing for those dodges and parries are quite exacting and sometimes crucial for some of the trickier fights. I don’t have the greatest timing with that kind of stuff, so it took me a while to get it down. It was never frustrating for me though, even when I failed. I actually enjoyed combat so much that I always sought it out, which is one of the reasons most turn based combat games feel like a slog; the combat is generally quite boring.
There is also an incredibly wide variety of enemies to face, and utterly unique places to explore that are not just bog standard settings like woods or fields, but things like a forest under the ocean but on land filled with floating fish and bubbles, waving kelp and coral. Creatures both tiny and massive are expressive, funny and occasionally terrifying. And the characters you meet all have interesting motivations and full backstories. I don’t think there was a single character I disliked. Even the villains had perfectly reasonable explanations for their actions, which ends up being all the more tragic as the story progresses.
I was moved to tears at least four times during my playthrough, and I played through both endings which were emotionally devastating. What was a neat looking game has quickly sold millions of copies and is being lauded as a return to form and a dagger in the heart of a gaming industry that has been so laser-focused on delivering a profit that they are no longer delivering quality experiences. Like a favorite novel, I know I will play this game again. I just wish it was as accessible as a novel or a movie, so that everyone could share in its wonders.
Bits:
Turns out that wish is coming true, the game has already been optioned to become a movie.
Jennifer English, who voices Maelle, also starred in a recent industry-shattering title called Baldur's Gate 3, and her voice work was credited as one of the best aspects of that game as well.
This game features a world map that your characters can move through. It is an old RPG tradition that hasn't been seen in games for at least 20 years, but it is so wonderfully realized here that I bet it will make a comeback in future titles.
My only real critique of the game would be the fact its English voice actors had to swear in French and it never quite sounded completely natural.
This is a once in a generation masterpiece of storytelling, acting, art direction, music, gameplay and writing that just doesn't happen very often.
4 out of 4 Dodges and parries that I failed again… and again… and again.
Samantha M. Quinn spends most of her time in front of a computer typing away at one thing or another; when she has free time, she enjoys pretty much anything science fiction or fantasy-related.
I haven't picked this one up yet, but I've only heard good things. We need games like this, AA and indie games that are made by people that like games, and not bean counters that want to wring every last ounce of profit from mass-produced corporate slop.
ReplyDeleteGive me gems like Cube Chaos (which has its 1.0 release and sale tomorrow), R.E.P.O., Monster Train 1 & 2, Slay the Spire, Terraria, BG3, and of course this game, over Call of Duty xx, and EA's rancid sports games that are littered with issues and horrible monetization.
Thanks for the review, it sounds like a true standout gem of a game in today's depressing video game landscape.
So wish that your last statement wasn't true, but after playing like two hours of the latest Assassin's Creed game it just feels depressing. This is like playing the original FFVII again, it is that well made and narratively powerful.
ReplyDeleteI also have heard rave reviews, but haven't picked it up yet. Mainly because of the combat. I'm someone who plays everything on Easy or Story mode and have a lot of difficulty with tight timing. So when I heard that that was a major part of the combat, it was a huge turn off for me. (Also mild sadness that it's a male MC and not a customizable one like I had thought when I first heard about it; I thought that Gustave was just another party member!)
ReplyDeleteI've been pouring a ton of time into the puzzle game Blue Prince and also the just released The Alters (from the studio that did This War of Mine and the Frostpunk series), both of which are very good.
But agree that the industry as a whole needs more games like this. What the dev team pulled off is a massive accomplishment!
DeleteGustave is just one of the main party, of which there are 3 women who you can choose to be primary.
DeleteAlso on Story, you do die sometimes but the parry/dodge mechanic and enemy attacks are much more forgiving. I do strongly recommend the game for anyone who plays games.
DeleteHmm... interesting. I'll have to take another look at it once the Steam Summer Sale kicks off!
DeleteI had never heard of this game, but it definitely sounds like the kind of game I would enjoy. Thanks for the review!
ReplyDeleteWonderful game, I hope it wins GOTY and more studios learn from its passion and success. As a Final Fantasy fan who spent a decade being told that Final Fantasy "must" only be pure action based now because "turn-based doesn't work well with realistic graphics and doesn't sell the big numbers we need", I'm happy to see E33 outsell FF16 with a far lower budget even. This might be petty but basically from the late 2000s to the early 2010s, there were just a lot of games media repeating the narrative that "turn-based is outdated and dead", so watching something like E33 succeed feels a lot like vindication.
ReplyDelete(yes, I'm aware that plenty of quality JRPGs came out during those times, my point is that the narrative around the genre has changed)
On another note, regarding E33's story... I loved it overall, but I hated the ending(s), because they basically completely ditch all of the "we continue"/"for those who come after" themes of the first two acts and reduce it to a different theme that disregards like 80% of the story and relies on assumptions that aren't properly set-up.
If there's a movie or show, i hope they work on improving that aspect. Because it really tainted my appreciation of the game as a whole.
I had to sit on the endings for a while, and I think my only problem with them is they both disregard the elephant in the room. Yes, there should've been a third option, that should've been less about the family and more about the world.
DeleteExactly.
Delete"Made by a team of just over 30 people"
ReplyDeleteI heard this claim a few times so I started counting names in the endcredits. Some names appear multiple times, but I stopped counting at around 50 people, and the credits were far from over at that point.
The core team was around 30, they contracted out things like Music. But the design and major work for those 6 years was that core group.
DeleteI think I'm going to give this one a pass. In forty years of gaming, I don't think I've ever made it through a game that required precise timing.
ReplyDeleteI'm a little puzzled by the comment that "turn-based games" have been abandoned by publishers. I could see saying that 10 or 15 years ago, but at least on the PC, turn-based RPG's and strategy gamesI think I'm going to give this one a pass. In forty years of gaming, I don't think I've ever made it through a game that required precise timing. And I don't really understand why you would want a hybrid action/turn-based game.
I'm a little puzzled by the comment that "turn-based games" have been abandoned by publishers. I could see saying that 10 or 15 years ago, but at least on the PC, turn-based RPG's and strategy games have had a real renaissance in the last decade--I credit the Larian Divinity: Original Sin games for popularizing it again. To the point that several recent games that launched as real-time-with-pause added a turn-based mode because of fan demand.
When you say "turn-based RPGs were abandoned by publishers" 15 years ago I assume you're talking about Western publishers, right? With notable exceptions like Final Fantasy, most JRPGs that were turn-based remained so.
DeleteLike I said in my comment, what changed was the media narrative about turn-based being "outdated"
Yes, JRPGS are still heavily turn based. But as a genre, RPGS including Final Fantasy and some of the other big names have moved away from traditional turn-based combat in favor of more action oriented combat. Perhaps it is mostly western audiences that this is targeted for, but all the big AAA developers have basically abandoned turn-based. That was what I meant. There are a ton of indies and smaller developers that are still creating new and exciting games using turn-based mechanics. Clair Obscur might just give those AAA publishers a moment of pause to reconsider their stance.
DeleteI guess if you consider Larian and Obsidian small developers that's true. But if you're going to be that restrictive in your use of AAA, can't really be said to have ever made a turn=based RPG. Bioware, Bethesda and CDProjekt Red have always been real time. I would still maintain the "turn-based is outdated" narrative was much MORE prevalent fifteen years ago. I can't think of a well-known single turn-based WRPG released between 1998 (Fallout 2) and 2014 (Divinity: Original Sin). Arcanum (2001), Might & Magic VII through IX (1999-2002), Avadon: The Black Fortress (2011), and Shadowrun Returns (2013) might be the best known.
DeleteLarian and Obsidian, CD Projekt Red and Rockstar, Bethesda and a lot of those developers do make games that would be considered AAA by some. I think Larian and Obsidian might be on the outside of that a bit, despite BG3 being such a powerhouse. Although when I refer to AAA games, I'm mostly talking about Publishers who dictate terms to developers. Like Activision/Blizzard, EA, Konami, Ubisoft and such. I'm not trying to be restrictive, it is just how most game media paints the industry unfortunately. I do think games like BG3 and Expedition 33 are changing things. Smaller developers willing to take risks are becoming more of a common thing, instead of the big publishers who are afraid to do anything.
DeleteI guess I think of AAA games less in terms of who makes them than whether they have the budget to make big, expensive looking games with professional-looking cinematics and voice acting, and have a sizeable budget for publicity. So to me, BG3 is definitely a AAA product (and certainly has AAA sales!), as are Bethesda and CDProjekt Red & Rockstar's games. Obsidian and Larian's earlier games are a bit iffier, I'll grant, but they're certainly developers who are well-known to anyone who plays CRPG's and their games have noticeably higher production values than say, Tactical Adventures or even Owlcat. Although I personally think Solasta has the best implementation of D&D-rules of all time.
DeleteBut again when did the big publishers ever make turn-based WRPG's? As far as I can tell, The Bard's Tale IV (2018) was the first turn-based RPG put out by EA since Ultima VIII in 1994. I think the only turn-based RPG Ubisoft has ever published was Might & Magic X: Legacy in 2014. But both of those games were clearly made on a shoestring, so I have a hard time thinking of them as AAA games.
Alright, I picked it up on the summer sale and have put about 6 hours into it. I cried during the Gormmage. Everything about it and the music just got to me. I'm very attached to my little trio of characters! Lune is proabably my favorite so far. I love exploring with her as my main since she flies instead of sprints. I just picked up my fourth character when I stopped for the night.
ReplyDeleteThe combat actually isn't that bad. I'm playing on easy, and I turned off the offensive QTEs, and I'm doing pretty good. I don't love it, though. As different as each character plays, I can see myself getting very weary of the system over the next 20 or so hours. The dodge/parry system means that I need to be a lot more focused and it's draining.
I would also kill for a quest log, especially now that I'm getting side quests.
I realized that the side quest stuff ends being fairly organic. It isn't a bunch of stuff you have to go do, but things you find along the way. I absolutely love that fourth character BTW. As for combat, it actually gets deeper as you play, the puctos and luminaries system is very deep.
DeleteInteresting. Good to know! I am very curious to see how I feel about the pictos and luminaries at the end. Already, I feel like there are so many that assigning them/making builds might get a tad tedious. Or maybe I'm just not used to how the UI shows everything yet. (Hate how sorting them by equipped only puts the ones that my current character has on top instead of sending all of the "not equipped by anyone" ones to the bottom, but that's more nitpicky.)
DeleteI generally sort by Alphabetical and Cost for Lumineras and when assigning Pictos. The UI isn't the greatest because I think there nearly 200 Pictos in all. You also haven't gotten some of the big ones yet that really change the game. Also there are some interesting combos with powers that align with how you assign pictos. Like I have Lune with a primarily critical build (I'm level 91 currently) so that she can proc Elemental Trick which I can then use Elemental Genesis which does massive damage to all enemies at once. There are literally thousands of ways of going about it, and there isn't really a wrong way for most of the game. There is just one boss that I cannot figure out and it is endgame and kind of one of those fights that is like Ruby Weapon from FFVII, something you don't actually have to beat.
DeleteUpdate: I have finished Act One.
DeleteOw.
Sorry, I couldn't warn you.
Delete