5/5 ★ – Semifreddie's review of Clair Obscur: Expedition 33.

Rarely does a game make me rethink what the medium can achieve. Over 40 hours in, and it still surprises me—challenging its own gameplay, pushing the boundaries of design, and constantly evolving. It is a masterpiece in every sense: a journey that demands to be felt as much as played. Its strokes are precise, avant-garde, and meticulously crafted across every department—art, music, gameplay, and story. The harder I try, the more I realize: I can’t find a single flaw. Let’s break it down. 🎨 Art Direction – 10/10 Art is always the first thing I notice in any medium—an occupational hazard of mine. And in this game, art is not just present, it’s the very core. I haven’t felt this kind of awe and compulsion to simply walk and breathe everything in since Remedy’s Control, Alan Wake II, Kojima’s Death Stranding, or God of War by Santa Monica Studio. Every environment, creature, and architectural structure is obsessively and elegantly crafted. Never dull, never repetitive—always in service of a singular artistic vision. From surreal nature to brutalist dreamscapes, the visual language of the game evokes curiosity, wonder, and a sense of the sublime. (I nearly experienced Stendhal syndrome, to be honest.) It’s not just visually stunning—it’s emotionally resonant. Art that doesn’t decorate, but defines. 🎵 Music – 10/10 One of the most nostalgic and hauntingly gorgeous soundtracks I’ve ever encountered in a video game. It doesn't just accompany the game—it inhabits it. The score flows organically with every beat, every mechanic, every emotional shift. It’s an invisible character, amplifying narrative weight and atmosphere with grace and precision. Subtle yet unforgettable. 🕹️ Gameplay – 10/10 I’m not a fan of turn-based combat—and yet, I can’t put the controller down. The inclusion of timed aiming, parries, dodges, and other late-game mechanics injects energy and freshness into the formula. It strikes a rare balance: deeply strategic for those who crave a challenge, but equally accessible to players seeking a more relaxed experience. Combat is cinematic and dynamic. Each character not only has a unique fighting style but an entirely different internal logic, allowing for remarkably deep buildcrafting. The "pictos" system (passive abilities) is a stroke of genius—meaningful, diverse, and rewarding to unlock. A triumph in design. 🎙️ Voice Acting – 10/10 Alongside the music, the voice acting is simply among the finest in gaming—on par with Detroit: Become Human, Hades, The Order: 1886, The Last of Us, and God of War: Ragnarok. Charlie Cox (Gustave), Jennifer English (Maelle), Kirsty Rider (Lune), Shala Nyx (Sciel), Andy Serkis (Renoir), and Ben Starr (Verso) deliver performances of astounding depth and nuance. Their portrayals breathe life into each character, grounding the world in emotional truth. These aren’t just characters—they’re people, with quirks, grief, humor, and vulnerability. Their voices don’t perform—they inhabit. 📖 Story – 10/10 This narrative is a gift. A story that shows without ever over-explaining. It trusts the player to feel, to infer, to get lost. A poetic, twisted, and often melancholic tale of grief, memory, life, and togetherness. No exposition dumps. No hand-holding. Just brilliant writing that respects your intelligence and your heart. The prologue alone might be the most effective I've ever seen in a video game. In just 10 minutes, it builds a believable world and gives you a reason to care. That’s rare. That’s powerful. 🎯 Verdict: Must Play Don’t rush this game. Let it breathe. Let yourself breathe into it. Because some games are just played—this one is lived. It might not win Game of the Year (though it deserves to), but it has everything it needs to become one of your all-time favorites.