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Not reporting is bourgeois


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I couldn't find any threads about this game which is so fucking peak its unreal.

Clair Obscur: Expedition 33 is like a fever dream and art nouveau painting got inebriated on absinthe and waged war on time itself. You're a member of a cursed team battling in a world that consumes its citizens via birthday, fusing the best of turn-based combat with real-time mayhem while aesthetically everything appearing to have been created by a haunted french poet. It's stunning. It's surreal. And it really will kill you.

I really really say you should check it out. It's got such a good story i was actually crying during the first 30 min. Please for the love of god check it out

Nah

I see it is a JRPG so I have to ask: are there any actual choices to be made in the story, and do I have a freedom to buildcraft?

im liking it so far 10+ hours in, idk if its 10/10 material but its pretty good

>>42164
the buildcraft goes kinda crazy actually, every character has a central mechanic and their weapons, kh style passives you can accumulate and skills in the skill tree revolve about their central mechanic, you can probably find something borken real quick like i did early with lune and the mayhem attack

>>42173
Thats good to hear, although omiting the first question makes me think the answer for it is "no".

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>>42174
sorry, linear, pic related but about linearity and rpgs, the upside is you wont believe how well jeniffer english, Shadowmommy herself, plays a 16 year old so convincingly

I have been enjoying the game so far, and I must say it's been enjoyable. I been having much fun with the game itself and the story is pretty good as well. It's been a while since playing a turn based rpg that wasn't BG3.

>>42175
My issue is that it has story rich tag on steam, which combined with no choices usually means lack of player agency. I am not saying RPG has to have branching narratives or anything, I am fine with linear story as long as gameplay allows me freedom to explore and approach problems from different angles. But I briefly looked at playthrough of the game, and it is all cutscenes, combat encounters, with running though tunnel in between. I am just not fan of this design philosophy where player is not given a set of rules and systems to interact with, but rather put on a railroad, forced to play the single exact way developers intended. That is fine in action game with novel setpieces every level, but in RPG game why should I care about upgrading my equipment or figuring out builds when it is just busywork in service of getting to the next cutscene.

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How does this game handle dodging/parrying later on? Seems like combat gets trivialized once you know the enemy timings and can do a gajillion damage off a parry.

>>42228
they give you the late dark souls 3 and sekiro patterns

Nearing the end (doing not so secret boss) my one gripe is the amount of shits thats optional, maybe they just didnt have the money to pan out the story and had the assets or something,
my real gripe is the balance is kinda over the place BUT the amount of buildcraft freedom (Sans level 33 weapons, you can only have a handful of those) makes the combat fun nontheless
cant wait for the sequel about|brandon sanderson fans firebombing picasso's mussuem or whatever the writers faction is about


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