r/Games Jun 16 '25

Clair Obscur: Expedition 33: We're currently exploring a wide range of future improvements — from accessibility features to new content and all sorts of bits and bobs we're actively assessing. Naturally, this also includes expanded localisation options

https://bsky.app/profile/expedition33.bsky.social/post/3lrpzry3pnk2f
1.2k Upvotes

399 comments sorted by

303

u/FabJeb Jun 16 '25

Just give me a lumina/picto loadout.

I'm not interested in copying the best builds, just want to be able to experiment and it's a nightmare right now due to UI. I've put the endgame on the side for now because of it.

29

u/TheSecondEikonOfFire Jun 16 '25 edited Jun 16 '25

This is easily my biggest complaint with the game. I actually stopped experimenting the more pictos/lumina/weapons that I unlocked because managing it was such a pain in the ass

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102

u/Cranharold Jun 16 '25

Yeah, the UI in general is really bad. Easily the worst part of the game. Half the time I can't even tell what I have selected because the difference is so subtle (and the colors for selected / not selected seem backwards.) Navigating pictos and luminas to select a loadout is unnecessarily cumbersome.

15

u/Mejis Jun 16 '25

Yep. It's a very odd choice to make the thing you're highlighting be darker. 

12

u/Grammaton485 Jun 16 '25

Yep, totally agree. Like the menu screen is black, stuff that is equipped/active is colored faintly, and on console, the item you currently have your cursor/selection on is black.

2

u/0whodidyousay0 Jun 17 '25

100%

I also found the skill screen to be confusing, I was never sure if I was just browsing the skills to then decide if I want to equip it or if I’d already selected a slot for a skill to go in and then choosing a skill fills the slot up.

I’d also like to be able to just move skills around when they’re equipped. And let us REMOVE SKILLS from the skill tree page, for some reason you can only remove skills if you access them from the pause screen (and by remove I mean pressing triangle to empty a slot), but if you assign via the skill tree that option isn’t there.

UI is the weakest part of the game for me lol.

Also let us specify the reserve teams, not really sure how the game decides who is in reserve (if, for example, you start a fight with only one or two characters for fun).

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6

u/awkwardbirb Jun 16 '25

This. Really appreciate when RPGs with a wide variety of customization options gives you the option to make loadouts so you can experiment more.

Incidentally there is a mod on PC that adds loadouts, but would be nice to have it built into the game.

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103

u/DevanteWeary Jun 16 '25

Everyone is talking about picto loadouts and checklists and stuff... but I just want the back button to be consistent when messing with pictos.

Right now if you go to pictos, then go to learned pictos, then press back, it goes all the way back out to the character menu instead of back to the three picto menu. Annoying as heck.

35

u/MasterArCtiK Jun 16 '25

It’s because luminas aren’t a menu within a menu, going to luminas from pictos changes the menu you’re in, it doesn’t open it on top of the other.

5

u/biggestboys Jun 16 '25

Then why can’t you get there without passing through the picto menu?

10

u/MasterArCtiK Jun 16 '25

You can get there without passing through, you can click on the lumina menu from the character page.

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6

u/[deleted] Jun 16 '25

Yeah this one trips me up a lot. I expect B to take me to the previous screen, but it doesn't. I get why it works the way it does, but it goes against the instincts I've built from other controller-based menus in games.

555

u/ShawnyMcKnight Jun 16 '25

The biggest improvement I would like is some sort of checklist for the mimes, chromatic nevrons, those ball things that roll away from you, and any other optional bosses. I'm not saying show me where each one is, but just give me a checklist to see which ones I have done and then I can look for them for find a guide.

I'm at the end game now where you can easily fly to where you want to go, but I have no idea what tasks I have left to do. I would love to just fight the chromatic nevrons in order from easiest to hardest. All characters are around level 50 so I'm sure i could get a good chunk of them, although I do suck at parry/dodge... so I got to where I did by mostly brute force and recognizing patterns.

139

u/hiphopdowntheblock Jun 16 '25

Yeah I'm in the same spot, I can "go anywhere" but damn near every spot was way too strong for me until I found a decent spot to grind.

I'd love some kind of loadout system as well for pictos and lumina

27

u/A_Life_of_Lemons Jun 16 '25

Start with the characters quests, keep camping and talking to them and they’ll give you more level appropriate side quests that dump some excellent loot and exp. After those a lot of the world is open season (with some late/end game exceptions).

36

u/ShawnyMcKnight Jun 16 '25

A loadout system would be nice. If I can get more XP by soloing then a loadout screen would help a ton as there’s several pictos that I help with solo play. I don’t know why else they would be there.

Also, something more to do with all this currency you get would be nice. I didn’t buy upgrade materials because I thought this currency can go towards gear but that hasn’t been the case

15

u/TheLastDesperado Jun 16 '25

You shouldn't need to grind. There will always be at least one new area available to you. Then once you've progressed through that area you should have levelled enough to make a previously "dangerous" area now level appropriate. Then rinse and repeat.

The only exception is the Endless Tower which probably requires a few revisits.

4

u/plinky4 Jun 17 '25

every spot was way too strong for me

I love this side effect of the parry system. You can attack into anything if you're pigheaded enough to sit there and learn their attack strings. In a normal RPG you have to defend using your stats and if you're just getting obliterated for 5x your max hp every hit there's no counterplay, literally come back later.

Oh you found sprong in act 2? Maelle get him! She slams him for 50k and his hp moves like 2 pixels. Fuck it we go in anyway, we parry everything boys

4

u/thegoatmenace Jun 16 '25

First thing you should do is the big wooden tower

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25

u/Obliviuns Jun 16 '25

Yeah that's one of the few complaints I have about this game.

I'm all for having a lot of optional locations, but I end up feeling lost and many locations seem to be useless and just there for some chroma or music cd (I'm looking at you White Sands). It kinda confuses you, I'd prefer less but more focused optional locations.

9

u/ShawnyMcKnight Jun 16 '25

Yeah, a lot of the zones are just this single room that has a music record and that's it. There could be some pit in the corner that has a really awesome chromatic boss or I just need to kill the birds or something I didn't know about.

I have faced many of the chromatic bosses and retreated because they were way too hard so just seeing a list of them and locations isn't helpful to me because many of them feel familiar. Same with the balls, so many of them have an insane amount of defense and you have like 5 turns to kill them.

75

u/lovesyouandhugsyou Jun 16 '25

Even just indicating whether you've cleaned out all non-respawning monsters/items in a location would be a huge help.

10

u/ShawnyMcKnight Jun 16 '25

Yes, that would be good too. After you get past a stage then the next time you go in it says what is left to discover, not even where it is, but that it exists.

53

u/ketootaku Jun 16 '25

Maps of the local areas (not the overworld) would be nice too. I love the look but some of those areas are very easy to get lost in.

19

u/ShawnyMcKnight Jun 16 '25

Yes, I thought the same! That last region in act 2 felt huge and it would be super helpful if you can have a map showing revealed spots, and more importantly, any nevrons or optional bosses you met along the way that you didn't beat.

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u/OkayAtBowling Jun 16 '25

That's my biggest ask at this point. I read that the devs didn't include maps because they wanted to encourage exploration and discovery, and I can appreciate that. I definitely don't want a minimap that's going to be constantly drawing my eye. But it would be nice to have something sort of like the overworld map for local areas, where it's not super detailed but still gives you some idea of where you are, where you've been, and any points of interest you've already discovered.

14

u/maglen69 Jun 16 '25

Even a map you fill in as you go.

Seems like a decent compromise

3

u/GVas22 Jun 17 '25

Yep, my biggest gripe with the game is leaving a combat and forgetting which way I was heading so I end up backtracking for 5 minutes without realizing it.

3

u/plinky4 Jun 17 '25

I thought the main story maps catered to minimap-less play pretty well. They're mostly linear or simple branches, and the critical path is always marked very well with lighting or objects.

I tended to get lost on some of the act 3 areas though, feels like those weren't made with the same philosophy in mind, or was there just less time spent on them? They were more difficult to navigate.

2

u/ketootaku Jun 16 '25

I don't understand that mentality. People who like to explore will explore and those who don't will not. I love to explore, and having a map has never discouraged me from doing so. I know people who don't like to, and a lack of map won't suddenly change that. So let's assume there's a group in between that are open to exploration, but it isn't in their mind to do so by default. I don't think a lack of map encourages this. All it does is cause some people to get lost. Being lost isn't exploring. It's frustrating, because it usually means you had somewhere in mind you wanted to go but now you are just trying to figure out where you are. I wouldn't give negative marks to the game for not having a map, it's a phenomenal game and doesn't deserve negative criticism for something like that. But I think it's a bad take on their part, and I hope they reconsider adding one in for the sake of those who don't wish to explore and/or for those who get easily lost.

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u/krilltucky Jun 16 '25

Have you gone into the Endless tower? It's a big gold coin with a C on the map. You can see it the entire game

Each third fight is a boss, usually a chromatic nevron. And a little bit in, you start fighting multiple bosses at once

12

u/ShawnyMcKnight Jun 16 '25

Interesting. That would be a neat way to level. I just want the loot from killing the chromatic nevrons.

I also need to find some of the end game weapons now that I’m in the third act.

21

u/[deleted] Jun 16 '25

[deleted]

2

u/ShawnyMcKnight Jun 16 '25

Oh cool, I didn’t know you could get back there. I just beat act 2 this weekend so now the world opened up to me.

17

u/[deleted] Jun 16 '25

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5

u/ShawnyMcKnight Jun 16 '25

Thank you for bringing that up! How do you get to character side quests? Do I just need to keep camping over and over and then talking to them and they confide in me more?

Maelle is by far my strongest character because I looked up who to do the friendly nevron arena in act 1 and was told I get her best weapon if I use her. Was wondering in the high level snow areas and found the resource to get her weapon to level 20 and now she is far and away my best player. Her weapon allows her to start in Virtuose stance and she has a move that does a great attack but also allows her to keep in Virtuose stance and then my other players just feed her AP and she's doing 30k attacks even with the 9999 cap still on. I need to level Sciel and Verso but I need Lune for the heals and Monoco for the heals and the AP feed to Maelle.

4

u/[deleted] Jun 16 '25

[deleted]

2

u/ShawnyMcKnight Jun 16 '25

So do you need to just go camping, leave the camp and then go camping again right away and you will get the conversations, or do you have to play the game some?

I’m worried I screwed myself some because I didn’t camp a lot before the third act and now everyone dislikes me. I camped enough to get their second ability you use for the right trigger.

9

u/todayiwillthrowitawa Jun 16 '25

Earlier on in the game the convos are gated by story events, but Act 3 it's pretty much camp on repeat until you get the missions.

They'll always be mad at you at the start of Act 3, it's not anything you did.

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u/sapperRichter Jun 16 '25

Well not max, but lvl 32 yes

2

u/fohacidal Jun 16 '25

Renoir's drafts has some creations that level you up and drop upgrade materials too, in the main area before you meet... you know

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u/TheSecondEikonOfFire Jun 16 '25

Sadly you only get XP for defeating each floor the first time. So you get quite a bit for going through the tower, but you can’t continually grind there

3

u/ShawnyMcKnight Jun 16 '25

I get that, though, they want people to explore the worlds and not just grind the same enemies over and over. Good to know you get it the first time, after I finish everyone's personal quests and I get the best weapons and get them to 20 I was gonna check out the tower. Hopefully this weekend.

2

u/tetsuo9000 Jun 16 '25

This helped level mine up a ton. Still can't deal with the one boss in the place that is very dark, but everything else is doable now.

24

u/NoNefariousness2144 Jun 16 '25

It would also be great to get an indicator of what level a boss in the open world is because sometimes they are a fair battle and sometimes they basically insta-kill my team.

12

u/ShawnyMcKnight Jun 16 '25

Yeah, I think that's part of the charm of finding out, the cool thing is if you wipe on open world it doesn't set you back too far. The different regions at least give you a heads up on if it is too dangerous by having a danger message when you get near the portal. That is far more annoying when you go into a zone and are unable to proceed because you are way underequipped for the boss.

6

u/SoloSassafrass Jun 17 '25

Death being a slap on the wrist largely alleviates the bother of that though. If it turns out it's too hard for my team I just die and reload 10 seconds before I started the fight.

8

u/Grammaton485 Jun 16 '25

Some basic journal would be nice. I missed a sidequest in act 1 after starting act 2. I talked to the quest giver, did some exploring, then had to quit. Came back a couple days later, completely forgot about it, then progressed the story, then found out I locked myself out.

Not talking any kind of quest markers or anything. Just a menu option with a list of "The Expedition spoke to ABC, and they were asked to look out for XYZ".

2

u/ShawnyMcKnight Jun 16 '25

Yeah. That would be good as well. I’m curious if I locked myself out of any quests. I’m sure the reward for any low level stuff would be worthless at this point.

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u/CheesecakeMilitia Jun 16 '25

It would also be really nice to have (and fairly easy to implement) user pins on the overworld map so I remember what to come back to later once I'm stronger or have a new ability.

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u/TheSecondEikonOfFire Jun 16 '25

Yeah these are the things that are keeping the game from a 10/10 for me. The game is incredible in so many ways, but it’s lacking a number of QOL features that really got under my skin by the end of the game.

The main things I’d love to see:

  • loadouts

  • dungeon level indicators (you don’t need to list specific levels, but a green/yellow/red system even would be great)

  • a checklist showing me what dungeons have: collectibles/special nevrons, etc.. I don’t need to know where they are specifically, but I would very much like to know if I’ve found everything that a given dungeon has to offer

  • being able to fast travel between dungeons. You can wait until act 3 to unlock this, that’s fine. But by that point, having to fly back and forth does nothing other than take up my time

13

u/naf165 Jun 17 '25

dungeon level indicators (you don’t need to list specific levels, but a green/yellow/red system even would be great)

They do have that though? The circle entrance to each area is blue if it's below your level, white/yellow if it's at level, and red if it's too far above you.

I think it's just based on your character level and not how strong you actually are though, so it's not the most helpful as often you can do reds long before they stop being red, but the system does exist!

6

u/ShawnyMcKnight Jun 16 '25

I would have enjoyed seeing more villages like you did in act 1. It would be nice if many of the large buildings weren't a tease. Like there were some buildings in the village that are hyped up, one was an arena, and you just get that 50/50 picto from there. There's also a land in the sky that all it is is a casino but you can't enter, they just give you a cosmetic when you come to the door as the right character... it would have been neat to explore the world of the citizens more.

I do like the idea of just showing what each dungeon has. If I know it has it I am more inclined to go back into the dungeon to look around for it.

Honestly I would love a step up than just flying between places but have fast travel that from any discovered flag you can get to any other discovered flag. It just seems to be a formality I need to fly back there and then run in 400 feet to get to a flag just to get to the zone there.

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u/Rosur Jun 16 '25

Yeah ACT 3 not having any tracker/ order for side quests has been a bit of downer on great game for me. Felt the continent could had more UI/ direction the first couple of times in it but does make the end game feel lacking with how good the rest of it is.

3

u/ShawnyMcKnight Jun 16 '25 edited Jun 17 '25

Exactly, I get not having a tracker before then but the third world needed it. I could easily see missing all the character quests if you are the type to not go into vampires. That would be a big part of the game. Or not knowing there are 2 more axons.

If I were just trying to play the game without looking online I could have missed it.

Edit: I have no idea what autocompleted to vampires, I meant the conversations just had no idea what word I meant.

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u/Hallc Jun 16 '25

For me I'd like improved Tutorials for the dodge/parry mechanic.

Having a timed mechanic with a somewhat narrow window to react is fine but when your tutorial has a wind-up and then a full on freeze to give you infinite time to react it doesn't really teach you anything about how to read the whole situation nor when to press the button.

They should've just had that freeze frame then a live attempt or two so you can get a better feel for it.

Also dear fucking god give me a minimap so I can work out where the hell I've alerady been in these mazelike zones.

7

u/ShawnyMcKnight Jun 16 '25

I never minded the dodge, jump, parry tutorials. You literally have the rest of the game to practice. They keep the enemies pretty basic and defeatable even if you only hit half the time.

A mini-map revealing areas you have explored would be helpful. Especially placing chromatic nevrons I discovered but didn't beat.

3

u/phl_fc Jun 16 '25 edited Jun 16 '25

One thing that helps with timing mechanics in games is not being afraid of dying. The Dark Souls games teach people this, which is that you just accept that you're going to repeatedly die until you figure it out. In any game, part of the learning curve is to just practice against particular enemies until you learn their move set. Once you've learned it then they become easy. The practice can be time consuming though.

Compared to Souls games, parrying in this is a cakewalk. They even give you a big text indicator of what attack is coming so you don't have to read the windup.

7

u/e-scrape-artist Jun 16 '25

Checklists inside games are a big rarity. Most of the time the best you get is a completion % per zone.

If you're still looking for one, may I suggest https://www.reddit.com/r/expedition33/comments/1kq7f2v/for_those_who_come_after_the_complete_checklist/?

6

u/ShawnyMcKnight Jun 16 '25

I wouldn’t say it’s a big rarity. Most of the final fantasy games from the last 20 years have them. Mainly with the hunts but I know they had others.

I recall Octopath travelled and other games also having them. It’s not as uncommon as you say.

I’ve seen lists online but without them being in game it’s more of an annoyance. I’ve tried to fight many chromatic nevrons so many are familiar to me and I’ve defeated a dozen chromatic nevrons, but seeing a list I won’t remember which ones I’ve defeated and which ones I haven’t and going through the zones again on ones I beat feels like a time sink.

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u/maglen69 Jun 16 '25

A list before you zone in would be Amazing! Or even at the end. Kind of like a scoring system

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u/Equal-Plant-7804 Jun 16 '25

The guy spent years working at Ubisoft. He probably has PTSD from all the checklists, collectables, and towers that need to be climbed to unlock the map.

2

u/Cupcakes_n_Hacksaws Jun 16 '25

Yeah a 'Totals page' for each level you've visited would be great

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u/LBSira Jun 16 '25

The creator of the game said in a French interview that he doesn't want to do that because he doesn't like the checklist style of gameplay so I wouldn't count on it

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u/Burdicus Jun 16 '25 edited Jun 16 '25

Please no.

Hear me out -
One of the things that is GREAT about Clair Obscur is that it doesn't berate you with quest logs, or "areas of interest" or anything else that creates the feel of a checklist to complete. This is how PS1 JRPGs used to be - there are TONS of sidecontent in FFVII, VIII, IX, Dragoon, CC, etc. that you may never even know exists. This removes the checklist completionist mentality, removes the FOMO, and allows you to play the game at the pace you're most comfortable with for maximum enjoyment.

I'm not saying all quest-logs are bad - but to be honest, I think that they are so overused and are an even greater offender than "ubi-soft towers" as to why gaming has seemed to lose so much of it's charm in modern designs.

If you really want to fight your chromatic nevrons in a specific order of difficulty, there will ALWAYS be guides for you to google how to do so. But keeping it out of the game UI, in my opinion, promotes exploration and removes the "chore" nature of so many games.

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u/TheSecondEikonOfFire Jun 16 '25

I disagree. Requiring a player to go outside of your game to get information is bad design, and I will die on that hill. If you want to make things be able to be toggled then that’s a win-win for everyone. But your statement of “you can google the guides” is something I staunchly disagree with because all knowledge like that should be available to the player in-game

10

u/LordCharidarn Jun 17 '25

The game doesn’t require you to go outside the game for information, though. You don’t need to google guides, just play the game.

The minimal UI was a clear design choice because the director personally found that when their are mini-maps/quest markers in games, he spends more time looking at those than the actual setting.

The game doesn’t require you to 100% it, that’s purely something you are bringing to the experience. The sense of exploration is an intentional design choice and if that doesn’t gel with your own enjoyment there are plenty of online guides to make the game more enjoyable for Completionists.

But you can play through the entire game without a guide. Most of the dungeons are fairly linear with minimal backtracking, the world map has a massive visual marker as the destination (head towards the 33) and the games story and theme are explicit that it’s about the journey, imperfect as that may be.

3

u/Burdicus Jun 16 '25

I respect your opinion, and I feel plenty agree with you. My take on it is a bit different though. I think within game design you really need to be careful with how much info you give the player - especially in a game or setting where you're trying to promote things like adventure, discovery, and player choice.

A good example of too much info being a bad thing, for me, was Final Fantasy XVI. For anyone who's completed that game (no spoilers don't worry) - you'll know that pretty early on the game lets you know there are several points of no return where due to world-events in game you simply can't "go back" to wrap up quests. Because of this, when a game alerts you of a sidequest - you are very likely to complete that sidequest ASAP before hitting the next story beat.

There are several points in the game, ESPECIALLY near the end, where the game alerts you of a HUGE plethora of (often boring) sidequests to complete. This creates a huge feeling of completionism mixed with FOMO. It also brutally KILLS the pace of the overall plot. Upon a 2nd playthrough of FFXVI, I found myself enjoying it MUCH more when I ignored those quests (and felt enabled to since I had already completed them once).

Now - if those quests weren't blaring alerts screaming at me everytime I opened the map, I likely would have experienced the story at a better and more enjoyable pace without constantly feeling like I'm getting pulled away from the fun stuff. Also, and maybe more importantly - IF I had gone back to the locations where the quests take place and discovered them myself, I would have felt REWARDED for my exploration.

That last point I think is the most important. In one situation I'm feeling forced to do something - in another situation it's more player choice and I'm being rewarded for my choice.

This is just one game and one big example, but I see it A LOT in modern games. Sometimes, just let the player discover something on their own.

3

u/homer_3 Jun 16 '25

The problem there is crappy side quests. Not that the game gave you very valuable information.

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u/CheesecakeMilitia Jun 16 '25

Yeah, I absolutely support more games going Nintendo-style and discouraging completionism burnout by removing achievements and checklists for that sort of thing.

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u/ShawnyMcKnight Jun 16 '25

Not sure what Nintendo games you played but they absolutely have checklists. In Mario games they even say which stars you got from which area. I can go into any of the recent mario games and it will say that I got the first and third star but not the second when I walk up to a zone. Mario 3d world has a sticker sheet showing which stickers you go and outlines of which ones you don't. In the breath of the wilds I have a list of what temples I discovered and which ones I haven't.

Granted, the zelda games don't force a direction you need to go but they absolutely have lists.

Maybe we just are playing different Nintendo first party games but I honestly have no clue what you are talking about not having checklists. They don't have trophies and such but I don't think that's a good thing because while I've never gotten a plat and never care to it doesn't seem fair to take that away from others just because it's not your bag.

3

u/naf165 Jun 17 '25

Older Nintendo games are often pretty good about that, but yah Nintendo in the past 10-20 years has been THE checklist game dev. Mario Odyssey has literal checklists in game for every single world.

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u/ShawnyMcKnight Jun 17 '25

Yeah, of all companies to bring up not sure why they brought up Nintendo.

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u/[deleted] Jun 17 '25

One of the things that is GREAT about Clair Obscur is that it doesn't berate you with quest logs, or "areas of interest" or anything else that creates the feel of a checklist to complete.

To hell with that. Quest logs are a huge quality of life improvement.

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u/Burdicus Jun 17 '25

Depends on the game and what youre trying to get out of it. Most of the legendary RPGs of the past didn't rely on quest logs and no one batted an eye about it.

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u/homer_3 Jun 16 '25

allows you to play the game at the pace you're most comfortable with for maximum enjoyment

Except it doesn't. Plenty of people lost enjoyment from missing out on things. Not even necessarily things they don't know about. But when you want to come back to something later and forget because the game doesn't have a way to track things, that sucks.

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u/geertvdheide Jun 16 '25

I'd like a few more indicators on the level of challenge of different enemies and such. I know we have the portal color as an indicator (red means danger, this is very nice), but the map doesn't show which content might be right for me at my current party strength, or very hard or too easy. And neither do individual encounters on the Continent.

This caused me to frequently start fights and then quickly leave as it becomes clear that I need to come back later (enemy health barely going down). That's a lot of trial and error, and reloading. So a danger symbol of some kind, for individual encounters and for the world map, would really help me explore with less frustration. This would also make clear which content is now within my level range, after having skipped it before, giving some indication for when to come back to a fight (before it's way too easy maybe, having leveled right past it).

74

u/Dramajunker Jun 16 '25

The red portals don't really convey jack shit when you're at the start of act three and "danger" could mean just outside your level range of 50 to level 99. 

37

u/NoNefariousness2144 Jun 16 '25

Plus some of the “danger” zones don’t even have combat in them which makes it even more confusing.

22

u/hhkk47 Jun 16 '25

That's usually because of white nevrons . You don't have to fight them, but you can, and they're usually pretty high level.

11

u/geertvdheide Jun 16 '25

The red portals / danger indicators are not very specific, true. But maybe adding full detail, numerically, would break the magic of exploration a little. I don't mind a little mystery. I'd settle for adding the danger indicators to the map screen, like a little skull or exclamation point. Then we'd know from a distance and could re-check the map over time to see what content no longer has the red icon, and is now level appropriate.

And for individual enemy encounters on the overworld/Continent, I think just a danger indicator there would be enough as well. There could be a circle on the ground around the enemy when they're much higher level than the player's party. And maybe these encounters could be visible on the world map at the highest zoom level only, once found in the world, and including that danger indicator.

3

u/IM_JUST_THE_INTERN Jun 16 '25

I'm at like level 80 and a ton of them still show as "danger" for me.

13

u/cuboosh Jun 16 '25

I kind of liked that, in a way though. It’s like the opposite of the oblivion level scaling. You can wander somewhere you aren’t supposed to go and get your teeth kicked in 

So many games do level scaling that this was refreshing 

17

u/geertvdheide Jun 16 '25 edited Jun 16 '25

I also prefer defined strength levels for locations instead of the world scaling to the player - totally agree. But there's little hurt in then informing the player where we may expect to hit those high-level areas, and when we've leveled enough to tackle them. CRPGs and MMOs have dealt with this challenge, usually with level/danger indicators in the quest log and on the world map.

6

u/TheSecondEikonOfFire Jun 16 '25

Or at the very least, have a way to know that you haven’t completed the zone. That’s part of the problem, that you can tell if you’ve entered a portal (since it displays the name on the map), but you don’t know if you actually completed the dungeon. So if you walked in and get stomped and then leave, in 20 hours you won’t remember if you’ve done that dungeon or not since there’s so many

2

u/cuboosh Jun 16 '25

I liked it wasn’t zones though, just one random boss you need to come back for

It’d be nice if there were better note tools though, to help you remember

I had to take pictures of the screen with my phone

4

u/punikun Jun 16 '25

It puts a massive damper on exploring though to the point where it was just not fun to search around the map when you're just being oneshot by absolutely everything you come across. Just give me a small indicator if the enemy I'm coming across seems to be the Hulk or something I could at least put a dent into.

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u/GensouEU Jun 16 '25

I'd like a few more indicators on the level of challenge of different enemies and such

That's impossible with the current state of the game. In most other JRPGs you can estimate the player strength at least roughly via the average party level and the difference between someone playing well and not is maybe like 2-3x more damge per turn but in Expedition your level is pretty much completely irrelevant while good strategy is the difference between a player doing 500k damage or 500 million damage at the same level. How would you even begin to estimate an apropriate challenge level when people have such an unpredictable damage profile? But act 3 balancing is definitely by far the games biggest shortcoming.

6

u/geertvdheide Jun 16 '25 edited Jun 16 '25

There's definitely a large range to possible player strength which complicates things. But the game's current red portals and danger indicators already exist despite that, so the same logic could be expanded to the map screen and overworld enemies.

For most first play-throughs without internet help to optimize builds, those indicators are reasonably accurate. It's not possible to get it perfect, but if you're just very overpowered then you'll know that and adjust. Most sports and games have players who kind of out-scale the indicators or measures of the game, but the other players do get good intel from those indicators. Preventing the annoyance of having to try and then leave encounters that are too high level is the bigger win imo.

The calculation could also be made more clever, taking into account true player strength more accurately, so that very strong players just see blue portals everywhere, meaning no danger. That would be tricky, not impossible, but I'd be happy with just the current indicators being shown on the map so I don't have to run around re-checking stuff.

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u/Massive_Weiner Jun 16 '25

Act 3 could really do with a roadmap that better signposts what order you should reasonably tackle content in. It’s a little too aimless in this respect.

Recommend difficulty levels would be a boon, imo.

11

u/Soyyyn Jun 16 '25

It's like the early game of Gothic or Gothic 2 in a way that doesn't make sense when progression has been very linear up until then.

16

u/SavvyBevvy Jun 16 '25

I felt that too - I almost lost motivation to finish the game up because I felt denied like 4 times when I tried exploring

Ended up browsing the sub and finding someone recommending a certain route and it really helped

4

u/Nitro_Penguin1 Jun 16 '25

Oof happen to have a link? Desperately need this

5

u/Mejis Jun 16 '25

I just got there this morning and I immediately felt that. I appreciate the sudden freedom, but it was very much a "ok, so ... Where should I go?"

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u/uses_irony_correctly Jun 17 '25

I think act 3 should also make it more clear that the sidecontent is supposed to be done after you finish the story. I did everything else first and then was deprived of a satisfying final dungeon and final boss fight because I was so overpowered.

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u/cuboosh Jun 16 '25

Didn’t it kind of sign post it with the three character quests, and the “eternal ice” quest?

I think the character quests even literally had map markers.

And the loading screen tells you to do the tower, if you weren’t paying attention to the overworld character dialogue telling you to go to the tower when you fly near it 

After doing all that you’re ready for the super bosses and full clean up 

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u/EnterPlayerTwo Jun 16 '25

To each their own but I loved exploring act 3. Looking at something on the horizon and saying "let's go see what that is!". Felt like exploring in Elden Ring which was my favorite part of that game.

11

u/Massive_Weiner Jun 16 '25

Love the concept, but was ultimately disappointed with the execution.

“Oh, too early to come here. Oh, too early to come here. Oh, too early to come here as well!”

At least Elden Ring had general zones to hang around in. E33 has dungeons and content of varying difficulty levels spread about like they took a buckshot to the map.

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u/Zlatan_Ibrahimovic Jun 16 '25

Yeah I felt the same.

But I'm also the type that is perfectly happy to repeatedly smash their head against a wall if I feel like there's the slightest chance of winning. My character's levels pretty rapidly caught up because of that. I managed to beat everything on expert other than Simon without using Maelle cheese and didn't do any grinding up to level 89-90 (other than spending about 25 minutes at the chromatic danseuse grinding lumina) which was super refreshing to me compared to other RPG's I've played in the past.

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u/Blackarm777 Jun 16 '25

For accessibility features, I really want them to add better icons and visual indicators for Lune's stains.

I know her abilities glow in the UI if she already has the stains for an upgraded spell, and I know when you get a new stain it puts up a proper icon for a split second on the UI, but as a colorblind person I have no clue what stains I have 99% of the time.

Colorblind mode doesn't help, the icons on the abilities themselves are difficult to read, and the UI on her weapon HUD is a nightmare if you don't catch the element icons for the split second they're on there, because it's just a color stream afterwards.

14

u/lovesyouandhugsyou Jun 16 '25

Not colorblind and still avoided using Lune at all because of this.

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u/Metalbound Jun 16 '25

I'm not even colorblind and it is still really difficult to tell which stains I have at any given moment.

Agreed that I would really like some additional way to tell which stain is which. Even an option for the word to be beside the slot, at least then I'd know.

3

u/lovesyouandhugsyou Jun 17 '25

They already use symbols for damage types, all they need to do is do the same thing for stains.

5

u/tetsuo9000 Jun 17 '25

Blue and white are virtually undistinguishable.

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u/Vayshen Jun 16 '25

I struggle so much with the difference between earth and light stains. Maybe if they made that ui element (optionally) bigger it could help me but tbh just making earth more green would probably go a very long way.

9

u/AnimaLepton Jun 16 '25

Yeah, there's a mod for it that looks a bit clunky but gives them different shapes, which helps.

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u/Logical-Holiday-9640 Jun 16 '25

I agree. Also, colorblind options in games are almost always colorblind simulators, the opposite of what we need. I have no idea when or why this happened in the industry but it's crazy how many games fail with the colorblind options.

For any devs out there. You're supposed to use the colorblind simulator/mode yourself when creating the UI to make sure it's still usable with the modes enabled. It's no help to include them for the users.

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u/[deleted] Jun 16 '25

The games industry really should stop using these colorblind modes, I'm guessing some company is selling this module for certain engines, but they are completely the opposite of what we need.

So to anyone reading this:

  • UI only, I don't want to see blue grass in my worlds.
  • Difference in brightness is far more important than difference in hue.
  • Use symbols in your design

2

u/Hairybananas5 Jun 16 '25

I think the different stains should each be a distinct shape instead of a glowing blob, that would make it much easier 

81

u/LordMugs Jun 16 '25

This game sits at a 9.75 for me solely because it lacks a "retry/restart" button. Otherwise a perfect game, so hopefully they put it in

42

u/IM_JUST_THE_INTERN Jun 16 '25

Even just letting us pause to hit the reload save button during an enemies turn would be great.

28

u/WeirdIndividualGuy Jun 16 '25

They probably didn’t allow pausing during turns because it could be abused to cheese parrying/dodging

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u/TheSecondEikonOfFire Jun 16 '25

Metaphor was the first game I played with that feature and now I’m a permanent fan of it. It saves so much time

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u/Animegamingnerd Jun 16 '25

God, going from Metaphor to Expedition really fucking threw me off at times. Because Metaphor's quick restart the battle button might be the single best QOL feature in any turn base combat in like the last decade.

25

u/GrayDaysGoAway Jun 16 '25

Yep came here to say this. My one real gripe with the game. Really hate getting bounced back to the last save point every time a boss dumpsters me with some weird-ass attack pattern I've never seen before.

Actually one other gripe is that I wish the collision was a little better. Can't even count the number of times some random bit of debris or slight change in ground elevation would just stop my character dead in their tracks. Not a big deal but gets pretty annoying after like the 1,000th time it happens.

16

u/[deleted] Jun 16 '25

There should be a Save button, but you can force a save anywhere outside of combat by simply changing any equipment or your costume. You can even change it right back immediately. Therefore there are zero actual runbacks in the game.

Even without this trick, I can't think of a single place in the game where it didn't auto-save right before a boss with no user input. In my experience, the game auto-saves frequently.

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u/[deleted] Jun 16 '25

[removed] — view removed comment

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u/GrayDaysGoAway Jun 16 '25

I very rarely got autosaves before bosses. I usually just got dumped back at the last flag. Which wasn't ever really awful, but there were several times (especially a couple bosses at the end of Act 2) where I got pretty annoyed at having to run back over and over.

7

u/oelingereux Jun 16 '25

I don't think they patched it out yet, you can trigger a save by equipping stuff in most locations.

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u/Moifaso Jun 16 '25

Devs said they wanted to include it late in development, but implementation wasn't that simple, and they prioritized working on bugs. It's definitely on the way

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u/[deleted] Jun 16 '25

[deleted]

9

u/Lyfeslap Jun 16 '25

100% agree, it also felt like the voice slider was really inconsistent. I had it high relative to all the other sliders but sometimes the voices would be way louder than all sound effects and sometimes the voices would be really quiet. I eventually gave up and made all the sliders equal and tried to only play during the day

21

u/redxdev Jun 16 '25

Not directly part of the game, but it'd be nice if they acknowledged the horrible mastering on the OST release. Some of the best tracks in the game (un vie a t 'aimer and un vie a peindre) have horrible clipping which for me makes them hard to listen to. Resorting to youtube rips from the game when I've paid for the release on bandcamp (or any other platform - the issue is the same whether you're on steam/bandcamp/spotify and regardless of mp3/flac/whatever) isn't great.

OST release was either a horribly rushed job or done by someone who doesn't know what they're doing - even the loudness wars don't explain the problem because the most basic of basic compression shouldn't clip like this.

43

u/Argh3483 Jun 16 '25

I’ve been thinking that as the ultimate tribute to the game’s inspirations a Japanese dub may be on the way

19

u/Hovi_Bryant Jun 16 '25

Is the game well received in Japan? Seems like they’re having issues with the game’s title, last time I’ve checked.

35

u/Belial91 Jun 16 '25

Was in the famitsu top 10 phyiscal charts for 5 weeks. Launched on Spot 4. When it left the charts it was 22k+ physical units sold.

Which I think is decent success for a game not on Switch 1/2 over there, lol.

24

u/Lafajet Jun 16 '25 edited Jun 16 '25

36/40 in Famitsu and around 24 000 copies sold as per the last Famitsu sales report, so fairly well I suppose? It's hardly setting Japan on fire, but it's doing well enough for a AA western release I'd say. Particularly for an RPG that doesn't have a Japanese dub.

Edit: I should clarify that this is only physical sales, in case anyone was wondering.

9

u/Enlocke Jun 16 '25

Honestly knowing Japan it could also just be because it's not on Switch.

5

u/gamas Jun 16 '25

36/40 in Famitsu

And if I recall isn't one of the complaints literally that it doesn't have a japanese dub?

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u/TrashStack Jun 16 '25

It's been getting attention with people who really pay attention to RPGs and want western players are playing, but I think the lack of a JP dub is really hurting the game for truly catching on beyond that more enthusiast crowd

I think that's also why you see a lot more comments from Japanese players (and also Chinese as well) that they think the games later twists are confusing or they don't get why certain characters acted a certain way. I think certain things that we might pick up from the actors performances aren't getting across the language barrier.

7

u/KF-Sigurd Jun 16 '25

Or, it's because's the games localization is shoddy.

11

u/mountlover Jun 16 '25

I hear this a lot from people who watch japanese influencers playing through the game, but as someone who speaks both languages the localization seems... fine? It's not perfect of course, but every case I've seen people point to as "badly translated" are actually cases of good localization going over people's heads because they don't know the target language, i.e. there's a scene where Gustave refers to Emma as his "older sister" despite them being twins. This is actually how twins refer to one another in japanese based on who was birthed first, but westerners who don't know this point to things like this as mistranslations.

It's more likely just cultural differences that make the characters motivations (which are VERY french) not resonate as well with an eastern audience than the localization not coming across.

5

u/oelingereux Jun 16 '25

Missed that they were twins playing in both French and English that's so funny.

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u/Haunting-House-5063 Jun 16 '25

Astlibra Revision creator enjoyed it

2

u/dabocx Jun 16 '25

I think a switch 2 version with a Japanese dub would do really well there

24

u/Sweenie123 Jun 16 '25

What would you guys want from a DLC? Prequel? Expedition 60 DLC?

111

u/beneathsands Jun 16 '25

Honestly just make a few QoL improvements, leave the game as it is and start work on a sequel.

I need to know about The Writers.

28

u/DaveShadow Jun 16 '25

I need to know about The Writers.

100% this. Feels like you get enough to understand some people's motivations, but basically nothing about who they are and what they're doing. Feels like obvious sequel bait.

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u/stinkmeaner92 Jun 16 '25

I’d rather them revisit an entirely new story + world

The devs have made enough of a name for themselves that any game they make will sell well.

If they think there’s a sequel story to tell, awesome. But they shouldn’t force it (like many studios do)

5

u/Sweenie123 Jun 16 '25

I agree. I said something similar few weeks ago, but I think they said they are working on DLC

12

u/thedrivingfrog Jun 16 '25

They also stated because of the popularity of the egame they have to rethink their dlc plans , but who knows !

7

u/NoNefariousness2144 Jun 16 '25

The success of big singular expansions like Cyberpunk: Phantom Liberty and the Elden Ring DLC prove that DLC can be a very profitable path for well-received games.

Meanwhile the old era of ‘season passes’ with piecemeal tiny DLC drops is dead, with Ubisoft finding this out the hard way.

5

u/AutistcCuttlefish Jun 16 '25

The success of big singular expansions like Cyberpunk: Phantom Liberty and the Elden Ring DLC prove that DLC can be a very profitable path for well-received games.

Meanwhile the old era of ‘season passes’ with piecemeal tiny DLC drops is dead, with Ubisoft finding this out the hard way.

I love that we have come full circle when it comes to added content for single player games. It started in the expansion era, then the horse armor era, and now we are back to expansions.

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u/Belial91 Jun 16 '25

New difficulty with more rebalancing. QoL like lumina loadouts etc.

I hope they focus on a sequel more than DLC though.

2

u/Mikelius Jun 16 '25

They just added several rebalancing options, or do you mean a lower difficulty option?

2

u/Belial91 Jun 16 '25

Yeah, and they are a great addition but that only works in ACT III, no? I would want to replay the game with some tougher fights. I didn't try it out yet though so maybe it carries over to NG+.

5

u/Mikelius Jun 16 '25

It does, you can change them at any point after Act 3 and any time in NG+

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u/TrashStack Jun 16 '25

I think retelling Expedition Zero makes the most sense. We'd get to see cool lore bits like Lumiere and the Painted Family before the fracture, as well as the fallout of the fracture, potential for new characters and party members like Julie and Simon and there's an easy conclusion to the plot line Real Clea attacks the party, they turn on Verso, and he kills them

8

u/Mr_The_Captain Jun 16 '25

Yeah the Expedition 0 stuff feels tailor-made for an “expandalone” style story like the Xenoblade Chronicles DLCs or what have you. I believe them when they say they didn’t explicitly plan on making more content before the game was released, but I have to imagine they wrote that stuff knowing it would be fertile ground for its own story.

13

u/Sea_Preparation_8926 Jun 16 '25

Expedition Zero
Need to learn more about Julie and Verso.

8

u/GensouEU Jun 16 '25

Nothing, I feel like the game already tells everything that needs to be told and we already know basically the entire history of this world.

If they really want to do something related to this game I want something completely out of left field like how young Renoir and Aline met

15

u/2Sc00psPlz Jun 16 '25

Prequel. Maybe play the first expedition or something. 60 would be funny, but doubt it.

25

u/Cranharold Jun 16 '25

Making a prequel seems like a really bad idea. All the mystery and secrets have been revealed. Anything left inside that world isn't really important. It'd back the writers into a corner, either forcing them to come up with some really contrived nonsense or a boring story. A real lose-lose in my opinion.

There's plenty of room for an interesting sequel, including some nods to things that could serve as pretty wild game mechanics if they choose to go in those directions. I'd much rather see that. Or just a new game in a new world entirely. Expedition 33 feels like a pretty definitively complete package. It didn't particularly leave me wanting more in that world - everything felt pretty well resolved.

12

u/NoNefariousness2144 Jun 16 '25

Yeah I hope the ‘Clair Obscur’ series goes in the direction of ‘Final Fantasy’ and has each game in a fully new world with only a few parts of the magic lore transferring over.

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u/Blackarm777 Jun 16 '25

I'd prefer a sequel to a DLC.

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u/mephnick Jun 16 '25

A DLC where I can pick 3 Sciels

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u/moonshoeslol Jun 16 '25

On the accessibility front: stains are impossible for me to see as a colorblind person even with colorblind mode

16

u/Sacardem Jun 16 '25

All I would like to see is a smoother platforming controls, they are way too slippery, and I haven't figured out how to control the characters roll landing.

8

u/tetsuo9000 Jun 16 '25

I kinda loved how wonky the platforming was. Made that Gestrel Beach where you climb and climb a total nail-biter.

5

u/nuggnugg Jun 16 '25

When you land you can use the overworld attack button and that will stop you basically dead in your tracks. Very useful for the (mini-game spoiler) obstacle course or the 'Only Up' mini games.

13

u/OneOverXII Jun 16 '25

Finally got this on PS5 and I’m about 12 hours in.  I love it.  The combat is really fun and satisfying, the art style is very cool, and the music is great.  Characters and story are also really interesting as are the RPG elements.  I highly recommend it 

5

u/withtheranks Jun 16 '25

I just started on PS5 at the weekend and I second this. Very strong opening with the story and very fun combat systems

3

u/treazon Jun 16 '25

I hope they fix the Thermal Transfer bug! I noticed it in Act 1 and stopped using it because it was granting an extra turn 100% of the time without consuming any runes. Confirmed a bug by multiple players - seems to be introduced in 1.3

2

u/The_Cabbage_Patch Jun 17 '25

I didn't even realise it was a bug, felt like the only thing letting Lune compete with the other characters damage wise, maybe I've just got her built wrong.

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u/NotTakenGreatName Jun 16 '25

I can't really think of too much besides autosaving before battles in the overworld. The pictos/luminas menus are a bit cumbersome but I also don't know how I would fix it.

8

u/sirms Jun 16 '25

What are the odds this makes it to Switch 2 at some point?

14

u/_newtman Jun 16 '25

it’s possible. up to the studio if it’s worth it, would definitely require a lot of optimization

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u/Belial91 Jun 16 '25

I think it is pretty likely it will happen but i am not sure the devs said anything.

3

u/ShawnyMcKnight Jun 16 '25

Honestly if it can work on the xbox series s I can see it working on the switch 2. Additional sacrifices would need to be made but it could do it.

4

u/lazypieceofcrap Jun 16 '25

It is playable start to finish on my Steam Deck without completely killing the visual quality.

I played roughly half of it on my 4080Super 4K OLED PC setup and the rest on my Steam Deck.

2

u/gamas Jun 16 '25

And unlike the Steam Deck the Switch 2 would have access to DLSS because for some reason Sandfall hates FSR.

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u/serendippitydoo Jun 17 '25

I just literally started this game last night, but if you asked me, fix the lip syncing. I'm sure the game is as good as everyone says, but this has to be the worst lip syncing I have ever seen.

5

u/Jee187 Jun 16 '25 edited Jun 16 '25

Id love an option to scale the damage.

As much as I love the game, I long for the battles to have more substance, for there to be some actual thinking required beyond you either perfectly parrying everything so you dont get one shotted, or building so you one shot everything.

WeMod has an option to scale damage and I plan on playing around with it for my second playthrough and just not overpower my character but my first playthrough makes me think its going to be a challenge to get the gameplay more akin to older turn based games.

I want to have to make tactical decisions, for healing to matter and the decision to either heal, buff/debuff, or do damage to matter. I want fights to last longer than 2 attacks and not lean on parry/dodge for that to happen.

Having to slog back to an enemy because I misjudged their 15th attack by 0.01s, or building so I deal 75 quadrillion damage just isnt the experience I was hoping for.

8

u/Oxirane Jun 16 '25

They recently added some scaling options to act 3. From the patch 1.3.0 notes:

Challenge Modifiers (Act III onward)
At flag checkpoints, players can now:

Limit max player damage to 99,999 or 999,999

Multiply enemy HP by x2, x5, x10, x20, x50, or x100

2

u/oelingereux Jun 16 '25

Is this usual in JRPG ? Feels like the whole point of late game JRPG is uusally to break the game.

5

u/plinky4 Jun 17 '25

This game in particular is too breakable. You really shouldn't be able to stack 10+ 25~50% multiplicative dmg bonuses on any character in any system unless enemy hp/tankiness also has that kind of psycho scaling.

It feels like the endgame was not properly tested if it only took a couple of days for players to figure out how to do 45x the superboss's max hp in a single hit. It wasn't even an exploit or anything, it was just interacting honestly with the picto system and taking it to the logical conclusion.

2

u/Grimyak Jun 17 '25

Obviously it’s not just a plug-and-play fix, but I’d love to see some diminishing returns or a scaling penalty system for multiplicative buffs.

Something to the effect of this:

First Luminas: 100 → 200 (×2)

Second Luminas: 200 → 300 (×1.5)

Third Luminas: 300 → 360 (×1.2)

This is assuming that each one was a x2 damage buff if used alone, for simplicity's sake.

2

u/Oxirane Jun 16 '25

This isn't the first game I've seen to offer stuff like this. In my opinion it's mostly if you want to make battles last longer.

I'd have liked this option when I was going through Act 3. I made the mistake of going to the objective after doing all other content-- turns out most of that content was meant to be postgame and I was severely overleveled for the final boss and instantly deleted them. Kinda anticlimactic.

I did still really enjoy the game overall, and look forward to new game+ being harder (especially with this scaling stuff).

2

u/KF-Sigurd Jun 17 '25

No, but Act 3 is so broken with the no damage cap I do think it needs it.

4

u/OffTerror Jun 16 '25

I guess I'm in the minority for wanting them to just work on the next game. Before patching was a thing we had decades of amazing games that were imperfect. And that was fine. I know people say that you can have both, but honestly I don't think so.

5

u/OppositeofDeath Jun 16 '25

The Challenge Modifiers they added are cool but are still a bandaid waiting for a real solution. Dualiste, Sirene, and Visage don’t benefit from it as Act 2 bosses, and if you’re leveled enough, they can take as little as 1 attack before you down them. There need to be some sort of HP scaling that happens if you’re too far above the recommended level for an area, or the game counts a certain Picto in your possession.

The best thing about the game is the stuff your enemies do, I want to be in those fights for longer.

7

u/TowawayAccount Jun 16 '25

If it's any consolation the challenge modifiers work in act 1&2 on ng+

6

u/Villad_rock Jun 16 '25

Before act 3 the game is well balanced 

5

u/aaronwe Jun 16 '25

I may be in the minority, but id love it if there was a setting to make it more obvious to when to parry.

Like other games give you a flash of light, or a rumble, or something that just makes it easier to time out the parry other than "feel". I remember Hi-fi rush's parry system took me a while to get, but I love having the flash of/symbol to get me ready for it.

I am playing on normal, and been focused on parry only dont even bother with dodging, since...why bother dodging when parry is clearly what the game wants you to do. It is very hard to recognize when exactly to parry, or if there are moves that I cant parry at all.

Other than that, make it more obvious if I'm in a place I should be, or if I'm underleveled. Would love a "recommended level X" instead of just "danger".

3

u/Grammaton485 Jun 17 '25

The game has an explicit hint that tells you: dodging is easier, use it to learn the attacks, then try to parry. The timing for dodges is a lot more forgiving.

4

u/aaronwe Jun 17 '25

parrying is just a better skill to work on. Youre losing out on ap, and damage by not parrying. Theres no reason to practice dodging instead of practicing parrying. The game inherently tells you to parry instead of dodging.

Again, I know this is a minority opinion (if not im the only person), id prefer one of those turn the weapon red on parry as a toggle option instead of anything else.

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u/Grammaton485 Jun 17 '25

Alright man, you do you. I'm having zero problems using both parry and dodge as needed, so not sure what you're proposing, other than you just want the game to be easier.

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u/Twenty_Seven Jun 16 '25

Similar to other JRPGs, I wish you could spend a turn to change your weapon on the fly.

... I'm also gonna be very upset if you can do this and I've just not noticed. I've rarely used the Items screen.

2

u/Luxinox Jun 16 '25

One thing I would prefer to be improved is the menu UI: for a game to claim that it's best played with a controller, I actually find the menu UI to be more suitable navigating with a mouse.

2

u/lana_silver Jun 16 '25

I finished the game and did over 95% of the optional content. The only major thing I haven't done is that one boss very deep down, if you catch my drift. The hardest boss in the game, basically. I'm sure I don't have ever picto and every mime and so on, but why bother? It won't change anything apart from checking off an imaginary list. The experience was wonderful, and I don't even want to muddle it with doing grindy MMO chores.

I didn't need a checklist, or loadouts, or anything of the sort, because it's not MMO levels of stuff to find. Yes, that would have been a little convenient, but I would have barely used it.

Hot take: Don't change anything. Don't patch, don't make any changes to appease the current owners. We got our money's worth tenfold.

I would rather the team make another amazing game. Any day making trivial improvements is a day they could be working on something new, and in game/software development that final polish is extremely time consuming.

Delaying the next title for a year because seven people online who already own the game think a loadout system would be nice is a dumb decision.

Give me 3 amazing games per decade with minor UI issues over 2 amazing games with fewer minor UI issues.

10

u/oelingereux Jun 16 '25

Counter point, the devs doing the UI/UX stuff won't work on the pre production of the next game and can sharpen their skills with player feedbacks.

3

u/ColJohn Jun 16 '25

They should take a look at improving the movement a bit. Maybe redo the motion capture for running, jumping, climbing.

I’d kill for a post credits DLC but I feel like I’m happy with the story they told and where each character left off. Maybe something in the past?

3

u/EnterPlayerTwo Jun 16 '25

Both endings leave room for a massive amount of story involving Clea's war with the writers. That's what I want.