This is definitely the last review post on Clair Obscur: Expedition 33 (Sandfall Interactive). I am saying it with my tongue firmly in my cheek. Yesterday, I was talking about the level design–which I think is the worst element of the game. Easily.
By the way, Ian sent me an article about how parrying is the worst thing in any video game. I don’t agree with all his points, but I do appreciate that he is saying many of the things I feel about the parry. I don’t agree that it’s the worst thing in video games or that it should be abolished completely, but I fully agree that it’s limiting and having it as the main/only defense mechanism makes a game too constrained in scope.
Interestingly, he mentions that many people who have issue with the parry in Clair Obscur: Expedition 33 like parries in general–just not how they are executed in this game.
I appreciated that he brought up the point because so many people just want to gush about how great parrying is in games and don’t think about the negatives of the parry. I really wish someone would point out that it’s ableist as well, but I don’t expect that, honestly, because people in games overwhelminly don’t care about those kind of things. Or any kind of diversity, really. In fact, many gamers are rabidly anti-diversity in their video games, which is not the point of this post.
I’m trying to wait it out because I know that sooner or later, the industry will move onto the next hot thing. In the meantime, though, I heave a huge sigh of annoyance when I read or hear the words, “parry mechanics”.
Back to level design. I’ve written about it ad nauseum because I hate it so much. I can’t tell you how many times I’ve gotten lost because everything looks the same within an area. Yes, there are lanterns lighting the main path, but there are also lanterns lighting certain side paths, and sometimes, there are no lanterns at all. By the end of the game, I was cursing every time I had to go back and forth to find the right path. Which was plentiful.
I hated the level design, I’ll be honest with you. That hatred came very early, and all the ‘the level design is so clear’ chatter in the forums did nothing to sway me. I wasted so much time going down paths that looked all the same, only to end up back where I started. Plus, while each area was distinctive, the space within each dungeon started to blend together. Especially late in the game where the levels were littered with enemies in an artless way. Yes, you can farm them for good mats, but as I’ve said before, I didn’t need materials at that point of the game.
The level design was barely adequate in the beginning, and it only deteriorated the further I got into the game. By the time I reached the last dungeons, I was just gritting my teeth and plowing through. The enemy placement was so graceless, I was astonished. It hadn’t been good at any point in the game, but it was terrible at the end. I wonder if they ran out of time and just started tossing the enemies into the game–with their eyes closed.