Clair OBSCUR: Campaign 33 It drops your sadness into the world with a lack of reference. While the game is undeniably a fantasy RPG (with a smattering of science fiction), it does not begin with scrolling the text, explaining its universe. This may be misleading at first, but the trade-off is a luxurious opening a few hours that install the stake quickly, you get to fight immediately, and immediately establish a compelling secret. In a style known for a slow start, Claire Obser took the correct step on the clitch with decorating and style, and this confidence remains throughout the adventure. I was eager to see the conclusion of the campaign, but I did not want it to end.
https://www.youtube.com/watch?v=mwuo8e_jtiy
In the world of Claire Aubskur, Lumire people live under the oppressive thumb of pain – a mysterious, huge creature who is seen at a distance that draws a number on a mountain column. This number decides how many years people are allowed to live, and in an attempt to undo it, the campaigns are sent to the mountain to find out why it is happening and how to stop it. Despite sending the campaign over the years, very little, if any, concrete progress has been made. As subtitle means, the game follows the campaign 33 on their efforts.
The setup is compelling, and execution is excellent. Following the team on their approximate suicide mission is often scary, often bizarre, heart -wrenching, funny when you expect it at least, abstract, and eventually reward. The artist is small and concentrated, and the time to ensure is kept separate to understand the inspiration of all to join the campaign, but without spending too much time on the extronative backstory. His life is very small. When it takes too much time to reflect the past to save the futures of those houses, is it so important?
The overall speed is also excellent with a lot of room to pursue distractions, but if you only want to stick to the main path, it is a viable option, and it moves with the swimmer. This comparable turn-based RPG usually feels more dull as they are usually.
Even if the story and its artists don’t pull you (which I think is unlikely), the combat is an explosion; I ran into every battle to see all new enemies and learn their unique patterns. The way the speed reflects me at the pace of dull fighting of comparable RPG, similarly I am surprised why I am not very fun with other turn-based games. I was disappointed with mechanics related to a mid-game story bend, but the effect on the story makes it worth dealing with some annoyance.
Surprisingly, the nearest comparison is Nintendo’s Mario RPGS. It is necessary to understand the weaknesses and make good options, but dodging and countering properly will make you feel like a god against all the divine owners who deal with you. Countering, although challenging, is especially rewarded as explosive animation and the sound design rewards your right time over your right time. Defeating powerful enemies provides the thrill of your abilities with the abilities of using both suits, and finally defeats that challenging song in a rhythm game. I was never completely comfortable, however, how different the characters of your party are. My head was slightly confusing to keep the uneven mechanics of all in my head, but it helps in the variety undeniably, so I cannot complain much.

The fiction and match are highlights, but Claire Obeskur is also successful in his art direction. An early location that feels that it is under water, sets a high standard for what is expected when looking worldwide. Although the latter environment never reaches that starting time as high, I was always excited to see what was next. However, I was often lost and rotated in circles when trying to progress. More maps must have been helpful for more places. Clare’s Somaras piano music and persecuted tone also help to set a very specific, sad tone that seems right what the characters and players are doing through the player. But then many fighters bring the subjects back at the right time.
I can appreciate the most about Claire Obeskur: Expedition 33 is how it embraces a familiarity, if the current is a rare style (large budget, artisticly expressive, turn-based RPG), but does so without falling into any of its nets. The adventure is not overloading, and you do not spend longer than the necessary fight. The world, art and story are unique, but it makes me indifferent to a game that I remember from the past. It is as if developer sandfall interactive managed to create a classic RPG with only good parts. I am unhappy in a way to conclude the journey, but the thrill of pushing the pain will roam with me for some time.