Clair Obscur: 10 Ways This Fantastic RPG Needs to Influence FF17

The game titled “Clair Obscur: Expedition 33″ has caused quite a sensation globally. Priced affordably, it’s creatively innovative, and its love for traditional role-playing games is evident in every thread of its essence. A unique gem in the gaming world, it has garnered exceptional ratings from both critics and gamers alike.

In numerous aspects, Expedition 33 could be the Final Fantasy game that enthusiasts wish Square Enix would create. Although it’s probable that Final Fantasy XVII is already being extensively developed and may have a distinct appearance and gameplay, fans are eagerly anticipating elements from Expedition 33 that they hope will influence the creation of Final Fantasy XVII by Square Enix.

Avoiding It Any Longer Could Prove Very Harmful To the Franchise

As a devoted RPG enthusiast, I find myself captivated by an array of exceptional games such as Ni no Kuni: Wrath of the White Witch, Dragon Quest XI: Echoes of an Elusive Age, Octopath Traveler (and its sequel), Baldur’s Gate 3, Persona 5, Metaphor: ReFantazio, and Clair Obscur: Expedition 33. These masterpieces have earned a reputation as some of the best RPGs from the last 15 years, sharing two distinct traits: a captivating turn-based battle system and an intriguing name that’s not “Final Fantasy.” It’s worth noting that this list barely scratches the surface of the remarkable turn-based games that flew under the radar during that period.

It seems quite plausible that in 2025 and beyond, there will be a thriving market for turn-based RPGs. However, it’s peculiar that the most recognized name in this genre would shy away from using the turn-based system when creating new mainlines, especially considering its past successes with similar games. Square Enix has demonstrated an ability to develop turn-based games, and they have been successful in doing so. Perhaps taking inspiration from Capcom’s approach, they should consider giving fans what they’ve been asking for – at least once.

No Required Reading Should Be Necessary

In recent editions of the main series of Final Fantasy, one challenge has been the overly convoluted narratives. It would be beneficial if all Role-Playing Games (RPGs) incorporated a feature like Final Fantasy XVI’s Active Time Lore, which allows players to pause and learn about topics at any moment, yet it should never feel compulsory or like additional reading. Ideally, a game’s storyline should be self-explanatory without relying on resources such as datalogs or supplementary materials for the player’s enjoyment.

Year after year, citizens from Lumière eagerly anticipate Expedition 33, an annual journey aimed at defeating a colossal enemy known as The Paintress. At a certain distance, she stands tall, her monolithic structure counting down each year. Once the countdown ends, anyone who has reached that age or beyond vanishes from Lumière. To keep their community alive, they embark on this expedition every year. While the storyline can become intricate in the final stages, for most part, this basic premise is all players need to know to follow along. A rich history and lore are beneficial, but they should supplement rather than overshadow the main narrative. Players should be drawn to explore these depths out of interest, not necessity.

A Great Cast Can Make a Journey All the More Worth It

One advantage of a straightforward narrative is that it provides room for its characters to drive the story. It’s not limited to RPGs, as “The Last of Us” exemplifies this well. If “Final Fantasy XV” had opted for a simpler approach to its story without relying on additional media, the characters, or the ‘Chocobros,’ could have propelled the game into the top five most popular games among players instead of frequently landing in the bottom five. Essentially, let the narrative be carried by the characters.

Each participant in Expedition 33 offers something distinct, yet none are one-dimensional. They contribute intelligence, skills, enthusiasm, sorrow, humor, and overall an incredible blend of chemistry. Each member’s playstyle is unique, making it enjoyable to experiment with different combinations of the party. The inclusion of controllable party members in Final Fantasy XV was a significant improvement, a feature that was sadly absent in Final Fantasy XVI. Here’s hoping that Expedition 33 and even the Final Fantasy VII Remake series inspire Square Enix to appreciate the importance of a dynamic and engaging cast of characters.

Player Expression Puts The RP In RPG

An RPG (Role-Playing Game) like Final Fantasy XIII, which is overly restrictive, goes against the appeal that draws many to this genre. Instead of enjoying the freedom and uniqueness that role-playing typically offers, players end up with a similar experience due to its rigid structure, making it less satisfying.

In the spirit of giving players freedom like they had when customizing Noctis’ wardrobe in Final Fantasy XV, Expedition 33 offers a plethora of costume and hairstyle options to personalize your cast. Players can even unlock swimsuits by conquering tricky mini-games. Customization lets you shape the journey and imbue it with your unique flair, regardless of whether it aligns with the story or adds an unexpected comedic touch to cutscenes. It’s all about having a good time, which is what gaming is essentially for!

Final Fantasy Could Use More Fantasy

In role-playing games (RPGs), human-like characters are a constant presence, but incorporating distinct races adds depth and character to the game’s world. Well-designed characters and the discovery of various cultures make the world feel more vibrant and authentic. With the exception of Final Fantasy XIV, which inherently requires a variety of races due to being a massively multiplayer online game (MMO), the last mainline Final Fantasy game to prominently feature non-human characters was Final Fantasy XII, released in 2006.

Expedition 33 features the lively and combat-ready Gestrals alongside the grandiose and artistic Grandis. Furthermore, characters such as the colossal and affectionate Esquie add an extra layer of whimsy to the world of Expedition 33. On the other hand, Metaphor guarantees that each character in its game belongs to a distinct race, which reinforces its messages about equality and cooperation. At minimum, incorporating numerous non-human races could make Final Fantasy XVII’s world strikingly different from recent one-player Final Fantasy games.

Draw From the Past While Adding In a Unique Flair

The Final Fantasy series has faced criticism for overcompensating in its game design. For instance, Final Fantasy XIII was criticized for being too linear and restrictive, leading to a shift in Final Fantasy XV towards an expansive open-world environment. However, this freedom led to a disjointed narrative in Final Fantasy XV. In response, Final Fantasy XVI has opted for a more linear structure to better focus on its story. Unfortunately, this decision has resulted in challenges with RPG elements, lack of side content, and a narrow party composition that feels out of place compared to the traditional Final Fantasy experience. While it’s important to consider feedback when planning future games, it shouldn’t come at the expense of what made the previous game successful.

Expedition 33 draws inspiration from renowned RPGs of the past, incorporating their successful elements while also introducing innovative features like parrying mechanics. This blend gives it a unique identity and taste, which Square Enix should aim to replicate in Final Fantasy XVI, balancing familiarity with freshness.

Give Players a Variety of Ways To Build Their Party and Break the Game

Speaking about the role-playing game aspects in Final Fantasy XVI, it’s worth mentioning that the combat system is enjoyable. Nevertheless, players have a limited scope to explore this system as weapons and armor become obsolete following minor story developments. Frequently, the choice of what equipment to use isn’t challenging. Regarding Clive’s moveset, abilities such as Zantetsukan from Odin tend to dominate any strategic approach.

Experimentation might be the standout aspect of Expedition 33, but it’s not the only way to alter the game dynamics. Maelle certainly boasts a robust structure, yet there are numerous other methods for shaking things up. When leveled up, her unique traits become valuable resources for devising strategies. The Pictos system is another intriguing element, enabling characters to acquire and utilize extra abilities that bolster your strategy.

For instance, one entertaining build involves the auto-death Pictos, where a character perishes at the start of each battle. Other related Pictos can be equipped to inflict damage or burn enemies on death, while also boosting other characters. Lastly, the Second Chance Pictos brings back the deceased character from the dead. This is just one example of the numerous creative strategies players can develop.

Let Players Engage With the World How They Want To

In Final Fantasy XV, the game boasted a vast open world with numerous activities to engage in, but it was up to the player to actively explore and find these opportunities. The experience reflected the effort put in, which resulted in some players perceiving the game world as sparse, while others immersed themselves for hundreds of hours. On the other hand, Final Fantasy VII Rebirth offered smaller open world areas that were brimming with activities. However, this abundance of tasks led to a sense of overwhelming obligation for some players, who felt they had to complete a list of tasks before continuing the story as if they were chores, rather than enjoying them freely.

In a similar vein to Expedition 33, Final Fantasy XVII could strive to find a balanced approach. This balance should allow players to discover various optional locations, mini-games, and battles with bosses, while ensuring that these elements are not overly forced upon them. It’s essential for RPGs to promote exploration and discovery, and this can be achieved by making the players aware of the available optional content without overwhelming them or encroaching on their time or personal gaming preferences.

Players Should Want a DLC, Not Need It

In Expedition 33, there’s a possibility of a DLC occurring, but this expansion may not be necessary. The game’s story and world are robust enough to stand alone. Sandfall Interactive could instead focus on creating a sequel, and fans would understand if they chose to do so because Expedition 33 was concluded satisfactorily and completely.

Certainly, Final Fantasy XV faced criticism over its DLC strategy, as players felt that Square Enix was withholding content and selling it later. This controversy led to initial plans for no DLC in Final Fantasy XVI, unless fan feedback prompted otherwise. However, with two expansions launched within the first year and references to DLC like “Leviathan the Lost” appearing in the story, it seems likely that DLC was being developed even as the company denied it. DLC should serve as a bonus for a game’s success, not a requirement for its success. It should enhance a game, not be an essential part of it.

Smaller Budgets and a Shorter Release Gap Could Be Just What the Medic Ordered

As a gamer, I’ve been amazed by the tale behind the creation of Expedition 33, a game that has left many high-budget AAA titles in the dust. A group of 33 talented individuals crafted a masterpiece that outshone its big-money counterparts, and they released it for just $49.99! It’s hard not to wonder, “Why can’t more developers pull off what Expedition 33 did?” in an era where AAA games often come with hefty price tags, yet require months of updates to reach playable quality.

This approach could potentially address all of Square Enix’s issues regarding the Final Fantasy series, encompassing both sales figures and production timelines. By establishing smaller teams tasked with developing mainline games, it would be possible to produce several mainlines simultaneously, thus eliminating extended intervals between releases. This strategy could also enable Square Enix to create mainline games at a lower cost, thereby increasing the chances of surpassing sales targets and swiftly recuperating if any titles underperform. While this method isn’t foolproof, it has shown promise for new intellectual properties (IPs) and might yield even greater success when applied to one of the most prominent IPs in video gaming.

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2025-05-30 06:25

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