The topic of turn-based games in role-playing discussions remains a hotbed of debate, and the release of *Clair Obscur: Expedition 33* has reignited conversations about the future direction of the genre. This critically acclaimed RPG, launched just last week, proudly embraces its turn-based roots, drawing inspiration from classics like Final Fantasy VIII, IX, and X. It also incorporates elements from *Sekiro: Shadows Die Twice*, blending quick-time events with traditional turn-based mechanics to create a dynamic gameplay experience that shifts between strategic planning and action-oriented combat.
Producer Francois Meurisse, in an interview with RPGsite, emphasized that *Clair Obscur: Expedition 33* was designed as a turn-based game from the outset. This approach has sparked a renewed interest in turn-based systems, especially as it counters the trend seen in some major RPG franchises, like Final Fantasy, which have increasingly adopted action-based mechanics. Naoki Yoshida, during the media tour for *Final Fantasy XVI*, highlighted a shift in player preferences, particularly among younger audiences who may find traditional command-based systems less appealing. This shift is evident in recent Final Fantasy titles such as *XV*, *XVI*, and the *VII* remake series, which have all moved towards more action-driven gameplay.
The success of *Clair Obscur: Expedition 33* has led to discussions on social media, with many fans pointing to it as a testament to the enduring appeal of turn-based RPGs. However, the situation is more nuanced than a simple call for Final Fantasy to revert to its turn-based roots. Square Enix continues to support turn-based games through titles like *Octopath Traveler 2*, *SaGa Emerald Beyond*, and the upcoming *Bravely Default* remaster for Switch 2, indicating a balanced approach to game development.
While some may argue that *Clair Obscur: Expedition 33* represents what Final Fantasy could be, it's important to recognize the unique aesthetic and iconographic elements that define the Final Fantasy series. Reducing *Clair Obscur* to a mere imitation of Final Fantasy oversimplifies both games' contributions to the genre. Historical debates, such as those surrounding *Lost Odyssey* and the comparison between *Final Fantasy VI* and *VII*, illustrate the long-standing passion and diversity of opinions within the RPG community.
Sales and market expectations also play a significant role in game development decisions. Yoshida's comments on *Final Fantasy XVI* reflect considerations of expected sales and impact, though he did not rule out future use of command systems. *Clair Obscur: Expedition 33* has achieved remarkable sales, with 1 million copies sold in just three days, signaling strong market potential for well-crafted turn-based RPGs. Other recent successes like *Baldur's Gate 3* and *Metaphor: ReFantazio* further demonstrate that turn-based games can achieve both critical acclaim and financial success.
The success of *Clair Obscur: Expedition 33* is a significant achievement for Sandfall Interactive and Kepler, marking a resurgence of mid-budget RPGs. However, whether this success will influence a broader shift in the industry, particularly for a series like Final Fantasy, remains to be seen. Recent entries in the Final Fantasy series have faced challenges meeting profit expectations, which are influenced by broader industry trends and the increasing costs of game development.
Ultimately, the key takeaway from *Clair Obscur: Expedition 33*'s success is the importance of authenticity in game development. Projects that genuinely reflect the creative vision of their developers, rather than mere imitations, are more likely to resonate with players. As Larian CEO Swen Vincke noted about *Baldur's Gate 3*, success in the gaming industry is about creating high-quality games that the development team is passionate about. This approach offers a promising path forward for RPGs and the gaming industry as a whole.