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Le 24 avril 2025, un jeu venu de nulle part a bouleversé internet. 1 million de ventes en quelques jours, une note Metacritic record, et un choc émotionnel que peu de titres arrivent à provoquer. Comment un RPG au tour par tour, développé par seulement 30 personnes, est-il devenu l’un des meilleurs jeux de l’année ?

Dans cette vidéo, je vous plonge dans l’univers pictural, poétique et brutal de Clair Obscur. On parle gameplay, narration, bande-son… et surtout, du message fort que ce jeu transmet. Parce qu’ici, la mort est programmée. Et pourtant, on continue d’avancer.

Miniatures : https://www.instagram.com/thib_j/

#ClairObscur #Expedition33 #Storytelling #RPG #JeuxVidéo #AnalyseJeuVidéo
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MONTEUR : JPlevrai
Ma chaîne twitch 💜► https://www.twitch.tv/lefauxjp
Mon instagram 🧡 ► https://bit.ly/3gOIaMj
Transcription
00:0030 people. Claire Obscure was made by 30 people.
00:03When it was released on April 24, 2025, there were thousands of reactions online.
00:07All converge towards the same opinion.
00:08The game is good, it's more than good even.
00:10In just a few days, it's already sold 1 million copies and has an exceptional score on Metacritic.
00:15The highest ever recorded in 2025.
00:18Is this a real feat that has been shown to us or is it just a craze that has gone too far?
00:24Since the beginning of 2025, with each major release, players have been cheering for these GOTY 2025 games.
00:29February 1st was Monster Hunter Wilde.
00:31On March 6th, it was Split Fiction.
00:32April 10, Blue Prince.
00:34And now we leave Claire Obscure, Expedition 33.
00:36We are talking about titles that are very different from each other.
00:39Different stories, different ways of playing.
00:41The story of the game is an entity called Painter paints a cursed number.
00:45Every elderly person in his number dies.
00:47Year after year, its number is reduced.
00:49And this year, the painted number is 33.
00:51An expedition then sets out to eliminate her and ensure that she never again suffers death.
00:54The story is already very intriguing, but so is its gameplay style.
00:57It's a turn-based RPG, so of the 4 games I just mentioned, it's the one that on paper has the slowest gameplay.
01:03But the studio knew this very well internally.
01:05They've seen dozens of turn-based games come out for years.
01:08And try to improve, to perfect a formula that has already worked since Final Fantasy.
01:12So they have a brilliant idea.
01:13Make turn-based more interesting.
01:15By integrating real-time actions.
01:17If an enemy attacks, you can dodge or parry the blows, instead of stupidly waiting for a combo to end.
01:21It's a subtle blend of strategy and reflexes that manages to please even those who usually hate turn-based games.
01:26Everything is enhanced by highly detailed animations that make you want to make the right combos to trigger the most powerful attacks and spells.
01:33They managed to make a turn-based game feel like a choreography.
01:37I love the gameplay of one, and she's by far my favorite character.
01:40With which I like to try new combos to maximize damage depending on its elements.
01:44Because yes, each character is unique and has their own way of playing.
01:47Anyway, let's go back to the beginning because otherwise you might not understand what I'm going to show you.
01:50So here's what happens when you first launch the game.
02:12This is exactly what happened to me, and I think to thousands of other players.
02:17This music on this screen, without knowing what we were going to experience during our next hours of play.
02:22But I was still sure of one thing, that we were going to experience something strong.
02:25Because music of such quality is not trivial, it makes us feel something, it amplifies a feeling.
02:30The first cinematic, the visual harmony, the quality of the dialogues, the staging which prefers to show us rather than tell us.
02:36We have so many answers and even more questions.
02:38And as you continue playing, you don't notice anything.
02:41The intro is still super long.
02:43In any game, we would have already been dropped into the exploration and combat phases.
02:46Yet here, apart from a meager tutorial on dodging and attacking, we remain in the story that the game imposes on us.
02:51It's the story that takes control.
02:52So we observe, we soak it up, the artistic direction is superb, almost pictorial with this film filter which gives us a period charm to each shot.
03:00So yes, we can go directly to the port.
03:02Or take the time to chat with the inhabitants of light.
03:04Because that's actually where the game really begins.
03:06By talking to people, you understand what is happening, what they have lost, what they hope for.
03:10And this time, we say to ourselves that maybe it will be different.
03:13But no.
03:14The scrubbing scene sweeps away what hope remained.
03:17And with this music, this rhythm, this silence, we understand that they undergo this ritual every year.
03:23And they can't take it anymore.
03:24And so yes, the famous question arises.
03:26In a world where each generation dies earlier than the previous one, can we still have children?
03:30On the one hand, we must make the city grow, ensure descendants, maintain the light.
03:34But what good is it if these children are condemned to remain orphans before they even become adults?
03:38This is what the game shows us from the start.
03:40These children at the orphanage, or even Maëlle, barely a teenager, is already marked by fate.
03:44In fact, this intro is one of the most effective I've ever played.
03:48We want to discover what this unknown world hides from us.
03:50As the protagonist, who we will play and discover throughout the adventure.
03:54The discovery of the first areas, all these styles that mix to create something new.
03:58All in perfect harmony with the artistic direction of the game.
04:00It's nice to see a game that doesn't try to copy something, and stands out enough to be noticed.
04:05If only visually.
04:07Okay, I can't say more, otherwise I'll spoil it for you.
04:09And trust me, you sincerely want to find out what happens next for yourself.
04:13On the other hand, I will try to explain the success of Claire Obsure, and understand why this game is good for video games.
04:19Here we have a game that was made by 30 people, who are passionate about making a good game.
04:23Well, actually, it's more than 30 people.
04:25There are also people who are external to the company.
04:28There are also all the musicians, all the actors.
04:30But you get my point.
04:31In fact, this is the most important point, and I grant you the most vague at the same time.
04:35The difference between a team that is passionate about its work and another studio that only meets the expectations of publishers,
04:39will be the details of the game.
04:41The fine-tuning.
04:42Why did I talk about staging before?
04:43Because it would have been much simpler to explain that our protagonist is angry with the painter,
04:47and that because of that, he can't be with the person he loves.
04:49We see Gustave throwing a stone at the painter.
04:53We see the flower that is next to him.
04:54So we know he cares about someone.
04:56The staging of this game is really very very strong.
04:59It's a detail that seems insignificant, but it was put there.
05:01Because it's always better when you understand it yourself, and the studio wanted us to understand it.
05:05And there are plenty of details like that.
05:06They could have made a simple camp in a cave, with all the NPCs around the fire,
05:10and you just had to talk to them to move the story forward, but they didn't.
05:13Instead, we have this magnificent landscape that reminds us why we went on this expedition.
05:17All of this serves the purpose of storytelling.
05:18Because for once, we have a story that's different from what we usually have in this kind of game.
05:22It's not like this in games normally.
05:24Usually, everything goes quickly.
05:25The fights, the story, the dialogues.
05:27The player must always be accompanied by his dose of dopamine.
05:30But here, it's the complete opposite.
05:31We have to take the time.
05:32Which actually goes against the story, since in fact our protagonists only have one year left to live normally.
05:37On the internet, we have seen people complaining about the lack of mini-maps.
05:40However, it is without the mini-map that we can find our way around the scenery, and therefore observe and admire.
05:45Admire these dreamlike settings, with very different styles, allowing us to know which area we are in.
05:50Although it's mostly a corridor with a few branches leading to merchants, chests or the like.
05:55Well, we take the time to do it.
05:56Already to have this feeling of a 100% completed area, but especially because sometimes, the equipment turns out to be very useful for combats.
06:02Yes, the fights are demanding.
06:03Yes, sometimes it takes perfect timing.
06:06And yes, you will die.
06:07Often.
06:08A lot.
06:08But in a world where death is programmed, where every year faces an entire generation, how could one imagine an easy game?
06:16This is, moreover, the very message of the expedition.
06:18Year after year, despite the deaths, you have to go back until you succeed.
06:22And that's kind of the last point I wanted to address in this video.
06:25This game sends us a message, its story sends us a message.
06:28A dark game.
06:29In this world where the number of living people decreases every year, death is not an accident.
06:33It is programmed to be inevitable.
06:34And faced with it, each generation must ask itself the same question.
06:37Should we live life to the fullest, without worrying about tomorrow?
06:40Or should we think of others, of those who will come after us?
06:42There's no one-size-fits-all answer, okay?
06:44But he asks the question with rare honesty.
06:46In fact, this game feels good because it dares.
06:48Whether it was in its gameplay, its visuals, its story, which personally really touched me.
06:52Everything is amplified by this rich soundtrack.
06:55Of nearly 35 hours of music.
06:57But be careful, this is not an OST like we often hear, with 3 main themes that play in a loop.
07:01Here, each area, each key moment, each silence has its own sonic identity.
07:06She sometimes anticipates our emotions, or underlines them from the background, as if she were breathing with us.
07:10And in some sequences, she does even more than that.
07:11She tells what words cannot say.
07:13There's this song on the title screen, which you hear before you even play.
07:16Just this music, this light and an intuition.
07:18Yeah, this game wants to tell something.
07:20And this promise, whether it's the game or the soundtrack, will keep it until the end.
07:24Where many games use music to create epicness or tension,
07:27Claire Obscur does the opposite. It creates loss, memory, and melancholy.
07:31There is nothing stronger than a musical theme that comes back after several hours.
07:34Exactly when you expect it the month.
07:37And then there's silence. The game knows when to shut up.
07:39He knows that emptiness, sometimes, is more eloquent than an orchestra.
07:42It leaves you alone with what you have just seen, done or missed.
07:45Rarely has a soundtrack been so understated and yet so powerful.
07:48She's not trying to impress you.
07:50She tries to make you feel.
07:51And that's exactly what she managed to do.
07:53The developers understood the players' expectations and were able to respond perfectly to them.
07:56It's experiences like this that we, as players, are happy to give money for.
08:01We're tired of remakes, remasters, games that look the same,
08:04games that just do the same thing over and over again without ever offering anything innovative or serious.
08:09So yes, take my money and continue to create experiences that mark us.
08:13The hype surrounding the game is well-deserved.
08:14And the good news from this end of the video is that Claire Obscur Expedition 33 will not be facing GTA VI at The Game Awards 2025.
08:22And even if he had been, even if he had been facing GTA VI,
08:26he proudly deserves his Game Awards nomination.
08:28Especially when faced with a studio 100 times bigger with a budget 100 times bigger.
08:32And that alone is a very big victory.
08:34I hope that as history shows us,
08:36Centre Folie Interactive, the studio, shows the voice to all those who come.
08:41Wait, it's not over yet.
08:42Thanks to everyone who subscribes.
08:43You really support me, I thank you.
08:45I look at every person who subscribes,
08:47whether on YouTube, on TikTok, on Insta,
08:50those who listen to podcasts because the episodes are also available as podcasts.
08:52Thank you so much.
08:54Second, I would like to offer you an edition of the game
08:55on the platform you want.
08:58And it's happening on Instagram.
08:59Thank you very much for watching the video.
09:01And see you next time.

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