Clair Obscur: Expedition 33 took the gaming world abruptly when it turned top-of-the-line reviewed video games of 2025 thus far, and offered over 3.33 million copies. It hit ranges of on-line dialog and reward typically reserved for the Elden Rings and Legend of Zeldas of the world. A part of that reward has described Clair Obscur: Expedition 33 as revitalizing the turn-based style, one thing that is not actually true until you solely play Last Fantasy video games. However with the excessive reward from critics and constructive reception from followers, it appears probably that Clair Obscur: Expedition 33 will affect future RPGs, and that may have each constructive and destructive repercussions. There are some elements that perhaps should not be taken for different video games, however there are methods in right here that different RPG builders completely ought to be taught from.
RPGs ought to steal character-specific fight mechanics

On paper, Clair Obscur: Expedition 33’s use of character-specific fight mechanics simply looks like a unique model of lessons or jobs in turn-based fight, nevertheless it goes past that. Whereas a knight will excel at totally different elements of fight than a mage, the circulate of fight for every is usually both the identical or has small variations, like the kind of buffs and debuffs you possibly can apply to every character.
The fight variations in Clair Obscur: Expedition 33 go far past class variations, and permit for excellent class constructing because of this. For instance, the way in which that Maelle’s stance altering works encourages far totally different Lumina builds in comparison with Monocco or Lune, creating 5 characters that really feel like distinct people, and never simply class archetypes.
RPGs ought to keep away from parrying (sure, actually)
Parrying is key to each Clair Obscur: Expedition 33’s fight and success, because it presents an interesting option to actively take part in turn-based fight. But a part of the rationale that it really works is as a result of it is basic–the whole sport is constructed round parrying enemies. Enemy actions, fight problem, and full elements of character builds are designed totally round this technique.
Because of the recognition of Sekiro and different FromSoftware video games, parrying has develop into pretty commonplace in video video games of late. This not solely makes the mechanic really feel way more stale than it ought to, nevertheless it has additionally made it simple to establish the 2 varieties of parry video games. There are parry video games like Sekiro and Clair Obscur: Expedition 33, which might be constructed round parrying, and there are video games like The First Berzerker: Khazan, which have parrying, however aren’t reliant upon the mechanic.
Sekiro and Clair Obscur: Expedition 33 require parrying, and are designed round that. Enemies assault in methods meant to confuse your capability to parry, however all the time observe the identical assault patterns, to allow them to be discovered. In different experiences, parrying is a instrument in your instrument belt, and since you do not have to make use of it, enemy assault patterns cannot be constructed with that in thoughts. It typically turns into essentially the most highly effective transfer in that sort of sport, since parrying deflects away assaults and can provide a gap for a robust assault. In these instances, parrying really takes away from the opposite elements of fight.
What RPG makers ought to take from Clair Obscur: Expedition 33 is that they need to put money into fight methods that characteristic elements that add depth and dynamism to turn-based video games, and construct round these features–not that they need to simply copy Clair Obscur: Expedition 33’s homework. Flip-based RPGs have been using energetic parts for many years with video games like Tremendous Mario RPG and Paper Mario: The Thousand-12 months Door, and the most effective examples share that purposeful use of energetic parts. One other turn-based sport might use parrying efficiently, but when it is simply being tacked on as a result of it is in style, the outcomes will not be wherever close to as profitable.
RPGs ought to steal extra impactful tools

Weapons, Luminas, and Pictos are among the extra underrated elements of Clair Obscur: Expedition 33, as these methods enable for artistic (and busted) fight builds. Whereas I do not want these particularly lifted, nor do I want each RPG to permit me to interrupt the fight with a busted construct, I discover that many RPG’s tools feels so easy that it isn’t value excited about past the numbers getting greater.
Weapons in Clair Obscur: Expedition 33 all have distinctive passive skills that drastically change the way you play. For instance, the weapon I used with Sciel all the time utilized the utmost quantity of Foretell, as an alternative of the quantity listed on a ability. That allowed me to make use of abilities with decrease prices to use Foretell, since I’d all the time get the max, so I might use the financial savings to afford higher-cost skills that apply further harm based mostly on Foretell, maximizing my harm. If I used a unique weapon, I’d have needed to utterly change my battle technique. The way in which these elements can drastically change your strategy even to a single character presents a lot extra depth than many RPGs.
RPGs ought to keep away from an entire lack of map markers
The pushback towards sport world maps coated in goal markers has been going robust, reaching a fever pitch with the discharge of The Legend of Zelda: Breath of the Wild in 2017, which opted to have few goal markers on its huge map. Individuals towards goal markers argue that they flip any quantity of story-telling or exploration that might occur into you simply going from one goal to the subsequent, not partaking with the areas in between.
The argument has been that not having map markers encourages exploration and discovery, and when applied effectively, like in Elden Ring, it really works wonders. Clair Obscur: Expedition 33 doesn’t have degree design, nor overworld design, that works effectively with an absence of goal markers. Essentially the most profitable examples are open-world video games, however Clair Obscur options small, largely linear ranges. Even the facet areas are often quick, winding areas, so as an alternative of an absence of map markers resulting in partaking exploration, it results in you getting misplaced in these areas, as you possibly can’t all the time establish which approach leads ahead and which leads again when you get rotated.
The overworld map suffers not as a result of it is simple to get misplaced, however as a result of so many areas are finest left to come back again to. However when you attain the purpose the place you need to return, you will notice you are not certain which areas you’ve got explored, and which of them you have not. With out an in-game tracker, and even one thing so simple as stamps for the map, you are left to your reminiscence or a guidelines exterior of the sport, which may take you out of the story.
RPGs ought to steal quick intros
Clair Obscur: Expedition 33 has acquired excessive reward for its shorter runtime, clocking in someplace between 24-60 hours, shorter than different high-profile turn-based RPGs, like Metaphor: ReFantazio and Like A Dragon: Infinite Wealth. Whereas I feel there’s a place for RPGs of all lengths, there’s a facet of Clair Obscur’s shorter run time that I do assume different RPGs ought to steal.
Clair Obscur: Expedition 33 hits the bottom working. You get a quick however actually efficient stroll across the metropolis of Lumiere firstly that gives tons of world-building to chew on, earlier than rapidly sending you out into the world. Flip-based RPGs can typically spend a ton of time firstly, front-loading a ton of world-building, leading to it taking a couple of hours to truly get into the rhythm of the sport. Clair Obscur’s quick intros not solely present a extra attractive hook to stay round, however the sooner tempo additionally signifies that it would not have the time to overwhelm you with backstory and correct nouns. The gradual introductions in different RPGs are sometimes used to do a considerable amount of exposition and world-building, which can’t solely make for a gradual begin to the story, however may also overload you with info, making it tough to truly digest.
Clair Obscur: Expedition 33 will proceed to be a scorching subject with regards to video games, particularly in dialog with different RPGs. It has an incredible shot at making an look in many retailers’ sport of the 12 months conversations, so it is prone to be on the thoughts of different builders for some time, too. However whereas there are many nice elements of Clair Obscur to take inspiration from, hopefully not each factor will make an look in future turn-based RPGs, and builders will put ingenuity first.
