Simon from Clair Obscur: Expedition 33
I completed the game with all achievements!
I would like to share a brief opinion.
Clair Obscur: Expedition 33 is not just a game, but a well-thought-out, long-term project that the developers would undoubtedly like to play themselves. This is evident in every detail, from the gameplay and well-developed characters to the lore, philosophy, and expressive visual language.
The gameplay keeps you on your toes thanks to its diversity: each character has their own mechanics, and you have to learn how to approach each one anew. It's not just a set of tricks, but individuality expressed through control. Enemies are constantly changing, forcing you to adapt, and optional bosses delight with unexpected mechanics and a varied approach to tactics.
As an artist, it was an incredible experience for me to see the landscapes of even the smallest locations, where I was supposed to spend no more than a couple of minutes. And the optional locations are striking in their detail.
The game world is a mixture of 19th-century Parisian elegance and horror. Luxurious Art Nouveau interiors coexist with the monumental austerity of Art Deco and nightmarish landscapes. The result is an original “hybrid” look — not a pastiche, but a cohesive style united by high-contrast lighting. The term “clair-obscur” (light-dark) is literal: each scene plays with dramatic shadows and light to reveal some truths while concealing others. This visual motif also has a philosophical meaning in the game: it suggests that “truth is never fully revealed, but always remains partially hidden.”
I would like to say a few words about the music. It doesn't just accompany the game — it leads it. The soundtrack is multi-layered and emotionally rich. The music seems to experience this journey with you: each area has its own mood, its own intonation, its own voice. As you play, you will find yourself smiling — or crying — more than once. These moments seem to be absorbed into the soundtrack, only to come alive again when you listen to it again, bringing back not only memories, but also the feelings you had when you entered this world. The sound touches the most delicate strings of the soul, enhancing the atmosphere of each moment. It is a rich interweaving of orchestral motifs, piano, live vocals, and electronics.
In short, the music is as carefully crafted as the gameplay: emotional and diverse, it emphasizes both tragedy and triumph.
I would like to separately mention the track “Une vie à t'aimer,” which plays at key moments and symbolizes, perhaps, the philosophy of the entire game.
Une vie à t’aimer is a song imbued with deep tenderness and inevitable sorrow. It speaks not just of love, but of timeless love that permeates all of life, even if it is short. Its philosophy is based on accepting the fragility of existence and idealizing the feeling of love itself as something more important than duration.
The game presents Nietzsche's idea of amor fati (love of fate): not just resignation, but acceptance and even finding nobility in fate. The game directly asks questions such as “What would we do if we knew the exact date of our death?” and answers them with grim optimism: live every moment (carpe diem) and surpass yourself for the sake of others.
One of the leitmotifs literally sounds like “For those who come after us” — the expedition sacrifices itself so that the next generation can find hope and knowledge.
It's not difficult to complete the game with all achievements if you planned to explore everything. The only difficulties are not forgetting to spend all three coins before departure (missable) and the battle with Simon.
I completed the game with all achievements!
I would like to share a brief opinion.
Clair Obscur: Expedition 33 is not just a game, but a well-thought-out, long-term project that the developers would undoubtedly like to play themselves. This is evident in every detail, from the gameplay and well-developed characters to the lore, philosophy, and expressive visual language.
The gameplay keeps you on your toes thanks to its diversity: each character has their own mechanics, and you have to learn how to approach each one anew. It's not just a set of tricks, but individuality expressed through control. Enemies are constantly changing, forcing you to adapt, and optional bosses delight with unexpected mechanics and a varied approach to tactics.
As an artist, it was an incredible experience for me to see the landscapes of even the smallest locations, where I was supposed to spend no more than a couple of minutes. And the optional locations are striking in their detail.
The game world is a mixture of 19th-century Parisian elegance and horror. Luxurious Art Nouveau interiors coexist with the monumental austerity of Art Deco and nightmarish landscapes. The result is an original “hybrid” look — not a pastiche, but a cohesive style united by high-contrast lighting. The term “clair-obscur” (light-dark) is literal: each scene plays with dramatic shadows and light to reveal some truths while concealing others. This visual motif also has a philosophical meaning in the game: it suggests that “truth is never fully revealed, but always remains partially hidden.”
I would like to say a few words about the music. It doesn't just accompany the game — it leads it. The soundtrack is multi-layered and emotionally rich. The music seems to experience this journey with you: each area has its own mood, its own intonation, its own voice. As you play, you will find yourself smiling — or crying — more than once. These moments seem to be absorbed into the soundtrack, only to come alive again when you listen to it again, bringing back not only memories, but also the feelings you had when you entered this world. The sound touches the most delicate strings of the soul, enhancing the atmosphere of each moment. It is a rich interweaving of orchestral motifs, piano, live vocals, and electronics.
In short, the music is as carefully crafted as the gameplay: emotional and diverse, it emphasizes both tragedy and triumph.
I would like to separately mention the track “Une vie à t'aimer,” which plays at key moments and symbolizes, perhaps, the philosophy of the entire game.
Une vie à t’aimer is a song imbued with deep tenderness and inevitable sorrow. It speaks not just of love, but of timeless love that permeates all of life, even if it is short. Its philosophy is based on accepting the fragility of existence and idealizing the feeling of love itself as something more important than duration.
The game presents Nietzsche's idea of amor fati (love of fate): not just resignation, but acceptance and even finding nobility in fate. The game directly asks questions such as “What would we do if we knew the exact date of our death?” and answers them with grim optimism: live every moment (carpe diem) and surpass yourself for the sake of others.
One of the leitmotifs literally sounds like “For those who come after us” — the expedition sacrifices itself so that the next generation can find hope and knowledge.
It's not difficult to complete the game with all achievements if you planned to explore everything. The only difficulties are not forgetting to spend all three coins before departure (missable) and the battle with Simon.


Commissions are open now ^-^
You can find my WIPs and original artwork here on my Boosty
Category All / All
Species Unspecified / Any
Size 1500 x 938px
File Size 1.21 MB
Lovely work! Congrats! The game is an absolute masterpiece, and this is an excellent tribute. I did sadly miss killing the mime in Lumiére and I'm still working my way through side content for the achievement list.
But that's just going to be an excuse to play through it again, so it's not that bad. :>
As for Une vie à t'aimer... Carbot Animations today summed it up perfectly; "Promise me you'll listen to my boss theme on Spotify... - ... Oui." Can't get enough of it.
But that's just going to be an excuse to play through it again, so it's not that bad. :>
As for Une vie à t'aimer... Carbot Animations today summed it up perfectly; "Promise me you'll listen to my boss theme on Spotify... - ... Oui." Can't get enough of it.
FA+




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