Clair Obsurpur: Expedition 3 3 falls into its melancholic world with a refreshing lack of context. While the game is undeniably fantastic RPG (with a bit of science fiction), blessed does not start with rewinding the text explaining its universe. At the beginning it can be misleading, but a compromise is a fantastic opening of a few hours, which quickly set rates, you fight immediately and immediately established a convincing secret. In a species known for leisurely starts, Clair Clair Steps over this banal with conviction and style, and confidence persists in the whole adventure. I gladly saw the expedition application, but I didn’t want it to end.
https://www.youtube.com/watch?v=MWUO8E_JTIYY
In the world of Clair, the Lumière people live under the oppressive thumb of Bolenism – a mysterious, gigantic creature seen at a long distance, which attracts the mountain on the mountainous pillar. This number decides how many years to live people, and trying to undo it, the trips are sent to the top to find out why this is happening and how to stop it. Despite the sending of expeditions for years, compact, if at all, material progress. As the subtitle suggests, the game takes place after expedition 33 regarding their attempt.
The configuration is convincing and the performance is perfect. Following the team in their alleged suicide mission is often terrifying, often strange, painful, humorous when you are least expected, abstract and ultimately satisfying. The cast is compact and concentrated, and time is intended to ensure everyone’s motivation to join the trip, but without spending too much time in external history. Their life is too miniature. Why spend too much time reflection on the past, saving the future of people at home, is it so crucial?
The overall pace is also perfect with a lot of space to disperse attention, but if you just want to stick to the main path, this is a real option and moves flowing. It makes comparable RPGs even more leisurely than usual.
Even if the story and its cast do not pull you in (which, I think, is unlikely), the fight is an explosion; I ran to every fight to see all the recent enemies and get to know their unique designs. In the way I am thinking about the sluggish speed of comparable RPGs, the fight is similarly wondering why I was not having fun with other Turks games. I was frustrated with a mechanics related to a narrative accent in a medium match, but the impact on history makes it worth dealing with some irritation.
It is surprising that the next comparison is Mario RPG Nintendo. Understanding weakness and making good choices is necessary, but properly repealing and counteracting will make you feel like God against all the bosses like God you are fighting. Counteracting, although hard, is particularly satisfying, because explosive animations and sound design reward the perfect time with huge numbers of damage. Defeating powerful enemies offers emotions of both using a set of skills with intelligence, as well as overcoming this hard song in a rhythmic game. However, I have never felt completely comfortable, how different characters in your party play. Maintaining different mechanics in my head was a bit misleading, but undeniably helps diversity, so I can’t complain much.
Narrative and fight are attractions, but Clair Obsurn also succeeds in the direction of art. Early location, which seems to be underwater, is a high standard of what you can expect, simply looking around the world. Although the later environments never reach as high as this early bar, I have always been excited to see what would happen next. At the beginning, however, I was often lost and walked over and over again, trying to make progress. More maps for more locations would be helpful. Clair’s piano process and haunting vocals also support to give a very specific, depressed tone, which simply seems right, given the characters and the player. But then many combat motifs restore energy at the right time.
What I can admire the most in Clair Service: Expedition 33 is how a friend, although a scarce species (a huge budget, artistically expressive RPG), but does it without falling into any trap. The adventure is not penetrating, and you don’t spend more time than the necessary fight. The world, art and narrative are unique, but makes me nostalgic for the game that I remember from the past. It’s like a Sandfall Interactive programmer managed to create a classic RPG with only good parts. I am sorry in a sense to finish the journey, but the adventure to chase the bolenica for some time.