Clair Obscur: Expedition 33 Review


“Life keeps forcing cruel choices.” — Verso

I’ve now played through and finished Sandfall Interactive’s Clair Obscur: Expedition 33, and it stands out as a captivating entry in the JRPG space, blending a deeply melancholic storyline with eye-catching visuals and a combat setup that mixes thoughtful planning with split-second decisions, all within a richly detailed world evoking a fading era of grandeur. At its heart lies the chilling concept of the Paintress, a mysterious entity who annually inscribes a number across the heavens, causing all who reach that age to fade from existence without fanfare or trace. The game’s protagonists band together for a high-stakes voyage aimed at scaling her towering domain and halting this grim tradition before it strikes Year 33, transforming a familiar quest motif into an extended reflection on life’s brevity, rebellion against destiny, and the customs societies invent to endure tragedy. The tone stays approachable, laced with sharp-witted exchanges amid the gloom, while gameplay keeps players actively involved, and echoes of iconic JRPG influences from Hironobu Sakaguchi—like the sweeping epics of Final Fantasy and the poignant depth of Lost Odyssey—shine through in its design choices.

The plot progresses as a gripping blend of escalating peril and introspective pauses, opening in communities that have woven the Paintress’s decree into their daily fabric. Local celebrations honor remaining time, households tally days with subdued anxiety, and affluent districts ponder existence over lavish artworks meant to defy forgetting. Your team gathers from those scarred by previous culls—bereaved kin, displaced souls, wanderers—infusing the group with individual wounds that amplify the shared plight. The path forward involves sidetracks through abandoned sites, fraught dealings with devotees viewing the Paintress as a benevolent force, and ethical dilemmas such as granting mercy to those facing obliteration. Closer to the summit, layers of lore unfold, suggesting the Paintress could stem from a misguided origin or embodied sorrow, prompting the crew to debate whether victory redeems or merely reshuffles catastrophe.

This storytelling prowess draws clear lines to Hironobu Sakaguchi’s legacy, the visionary behind early Final Fantasy triumphs and the overlooked masterpiece Lost Odyssey. The grand-scale conflicts and heartfelt interpersonal ties of Final Fantasy resonate in how Clair Obscur intertwines global peril with private sorrows. Yet Lost Odyssey provides the closest parallel, with its focus on ageless wanderers burdened by sorrow—mirrored here by time-bound lives—employing ethereal sequences and subdued musings to delve into mourning’s toll. The short, evocative tales in Lost Odyssey‘s “Thousand Years of Dreams” parallel the game’s archival entries and memory glimpses, which breathe life into vanished souls: versifiers halted in flow, tinkerers forsaking unfinished marvels, youths denied basic legacies. Studio insights highlight Sakaguchi’s skill in rendering eternal burdens profoundly mortal as a guiding light for crafting the party’s resilient yet fractured ideals.

Central motifs pit surrender to fate against willful resistance, threading seamlessly through dialogues at rest stops and chance meetings to avoid heavy-handedness. Communal resignation appears as sensible resilience rather than weakness—resisting an annual wave proves futile, so adaptation prevails. The travelers represent the flip side: audacious optimism teetering on folly, fueled by unyielding curiosity, akin to Lost Odyssey‘s undying figures rediscovering purpose amid oblivion’s threat. A comrade might grip a memento from a lost relative as rage’s spark; another embraces excess, seeking fleeting thrills since futures dissolve; yet another serves as ethical anchor, cautioning that unchecked revolt harms bystanders. These paths collide poignantly—fractures from panic, mends through peril’s forge, hushed admissions of battling for vitality over triumph, capturing Sakaguchi’s fusion of mythic scope and visceral feeling.

Sorrow and recollection anchor further layers, via retrospective visions and elective records that personalize the toll, nodding to Sakaguchi’s use of intimate narratives to anchor vast realms. This juxtaposes against vibrant holdouts—opulent dances beneath ominous vaults, buskers flaunting flames to taunt twilight—fueling an overarching idea of enactment drawn from his dramatic sensibilities. Existence morphs into a drama directed by the Paintress, participants ad-libbing parts: resolute captain veiling dread, comic veiling remorse in quips, thinker unraveling legends pre-finale. The script deftly merges genuineness and showmanship; raw outpourings yield to lush scores, probing if sentiments endure or merely peak performances—reminiscent of Lost Odyssey‘s detached eternals reenacting humanness.

Optimism faces scrutiny, portrayed with nuance rather than idealization, honoring Sakaguchi’s shift from Final Fantasy‘s luminous quests to Lost Odyssey‘s jaded realism. Initially a binding flame, it frays amid reversals—raids by adherents, glimpses of doomed prior ventures—exposing vulnerabilities. Does opposition uplift, or burden allies with delusion? Nuanced moments abound: euthanizing a settlement embracing mass erasure to spare agony ignites clashes mirroring life’s terminal choices, akin to Lost Odyssey‘s eternal-versus-finite contemplations. Kinship and affection weave closeness—a divided pair riven by self-offering, budding connection strained by farewell drafts—revolving around fleeting hours. Cling or release kin? Impact stems from narrative faith in interpretive space, shunning neat closures per Sakaguchi’s player-trusting ethos.

The orchestral soundtrack stands as one of the game’s true triumphs, composed by the talented Lorien Testard with contributions from a full symphony orchestra that captures the Belle Époque essence in every sweeping string section and haunting motif. Testard’s score masterfully shifts from delicate piano interludes during quiet camp reflections—evoking fragile hope amid numbered days—to thunderous brass crescendos during tower ascents and boss confrontations, perfectly syncing with the emotional highs of defiance and loss. Guest artists like Alice Duport-Percier on vocals add ethereal layers to key themes, such as the Paintress’s ritual melody, which recurs as a leitmotif tying personal grief to cosmic dread. Recorded live with meticulous attention to period instrumentation, including harps and woodwinds for that ornate, fading-elegance vibe, the music doesn’t just accompany; it immerses, turning traversal into symphonic poetry and battles into operatic clashes that linger long after the controller’s down.

Performances soar across the board, with standout work from Charlie Cox as the determined Gustave, bringing a grounded intensity to the engineer’s final-year desperation, and Ben Starr as the enigmatic Verso, delivering a layered mix of menace and vulnerability that keeps you guessing. Jennifer English shines as the fiery Maelle with raw emotional power, while Shala Nyx’s calm yet fierce Sciel adds a steady anchor amid chaos. These voices, alongside gravel-voiced wisdom akin to Andy Serkis and resilient fire reminiscent of others in the cast, lend real heft to reflections on purpose in a counted world, elevating every dialogue into something memorable.

The opulent, twilight-era backdrop enriches motifs, merging Sakaguchi-esque fantasy with continental lavishness for novelty. Elaborate towers rend misty expanses, attire upholds decorum in wreckage, vessels glide as innovation’s specters—all painting a realm in refined decline, staging poise toward closure. Playful quirks—a trader morphing beasts for barter scraps, an aeronaut spouting verse aloft—highlight stubborn spirit, easing gravity sans dilution. Runtime hits 20 hours core, concise yet hinting at untapped depths—like genesis tales or foe quests—primed for expansions, echoing Sakaguchi’s potent brevity.

Gameplay propels via evolved hybrid vigor, building on Sakaguchi-defined norms: menu selections via vibrant dial (strikes, resource skills for ruptures/chains, targeted blasts, aids) merge with instant retorts through evades, counters, leaps versus foe cues, like Lost Odyssey‘s strategy plus timing. Flawless guards restore fuel for climaxes, crafting battles as hazard-harmony flows syncing with tale strains. Traversing covers sparse hubs with patrolling threats in flexible areas—bypass for pace, engage for growth—stats tilt to quickness/endurance edges, execution overriding setups. Initial timing hurdles test, end patterns exact, glitches annoy, yet synergy evokes tale revolt and Sakaguchi innovation.

Aesthetics dazzle: interfaces flare in spectacle—delays, bursts—rendering wins grand, saluting Final Fantasy pomp. Taken as a whole, Sandfall Interactive’s Clair Obscur: Expedition 33 takes a well-established brand of RPG mechanics and storytelling, polishes it with modern hybrid twists, introspective depth, that masterful orchestral score, and stellar voice work, modernizing it into one of the best games of recent years—a somber treasure where fate-drama depths, keen casts, and dynamic clashes in compact form outshine sheer scale, flaunting its Sakaguchi nods boldly while standing tall on its own. Shortfalls in ancillary tales and timing tilt persist, yet for evocative RPGs melding soul and vigor, it endures memorably—affirming grace persists, counted or not.

Horror Game Review: 331 Oakmont Drive (Yunakitty, Choose Your Story)


Before I review this game, I have to give a shout-out to the community at Choose Your  Story.  I play a lot of online interactive fiction games and I spend time on a lot of different gaming sites.  Some of them are good.  Most of them are not.  However, the games at Choose Your Story have been consistently good and enjoyable to play and read.  The games follow the Choose Your Own Adventure format and it’s obvious that most of the writers put a good deal of effort into their stories.  The community, as well, seems to offer up constructive criticism and really, the entire site feels like an antidote to all of the terrible things that you usually come across online.  Whenever I play some overly long Twine game that was written by someone who clearly gave more thought to their background music than to actually coming up with a decent storyline, it makes me appreciate the work being done at Choose Your Story.

As for 331 Oakmont Drive, it’s an enjoyable horror storygame that is perfect for the Halloween season.  You are a college student who, along with your friend Sophie, makes extra money cleaning other people’s houses.  You have been hired to clean 331 Oakmont Drive but you have a bad feeling about the place as soon as you arrive.  Do you stay in the house and do the job (you do need the money) or do you immediately try to leave?  Either choice will take you on a different journey through 331 Oakmont Drive.  This game has several endings.  Some are happy, most are not.  With many rooms to explore (and try to escape) and many macabre fates possibly waiting, this is one of those games that can be played over and over again.  The game is entertaining, it’s well-written, and some thought was actually put into the story.  It’s a game that will get you in the mood for the Halloween season.

Play 331 Oakmont Drive here!

Game Review: American Outlaws: The Dillinger Gang (2017, by Will 1 1)


The time is the Great Depression and you are a lawyer who has had a terrible run of luck.  You’ve lost your money, your home, and your wife.  Sent to prison for a pretty crime, you befriend the legendary outlaw John Dillinger.  When you are both released on the same day, it’s time to get back to doing what Dillinger does best, robbing banks.

American Outlaws: The Dillinger Game is a choose-your-own-adventure style game, in which you are a member of Dillinger’s gang and an associate of outlaws like Baby Face Nelson, Red Hamilton, and Homer van Meter.  The choices start out simple.  Do you accompany Dillinger on his latest robbery?  Do you head to Indiana with Dillinger or do you instead decide to join Baby Face Nelson’s gang?  The choices start to get more difficult.  Do you run when the cops show up?  Do you fight with the cops?  When a member of the gang orders you to shoot someone, do you do it?  The game keeps a running tally of the number of gunfights you’ve taken part in, the number of people you’ve injured, the number that you’ve killed, the number of banks you’ve robbed, and the amount of money you’ve made.  Depending on the decisions you make, it’s totally possible to make it all the way through this game and retire without having killed or even injured someone.  It’s also possible to be such a viscous outlaw that even Baby Face Nelson wouldn’t mess with you.  The longer your play, the more money you can potentially make but the more money you make, the more likely it is that you’ll commit a crime that will make it impossible for you to safely retire.  You could end up the last member of the Dillinger Gang.  You could also just as easily end up getting taken down by the FBI.

It helps to know the history of the Dillinger gang.  That saved my life at least once.  In fact, it’s really not difficult to survive the game.  The sensible decisions are there and easy to make.  But why be sensible when you’re hanging out with John Dillinger and there’s more and more money to be made?

This is a good game because every choice really does effect what happens to your bank robber.  There are no throw-away choices and who your outlaw turns out to be really does depend on the decisions that you make.  Because there are so many different outcomes, this is a fast-paced game can be played again and again.

Play American Outlaws: The Dillinger Gang.

Game Review: Get There On Time! (2024, Leticia Fox)


You’re awake!  Your day has just begun!  Can you get there on time!?

Get There On Time! is a game that I think everyone can relate to.  Each day, you wake up.  You are determined to get there on time.  Where is there?  It doesn’t matter.  You just have to get there on time.  Can you do it?

Get There On Time! is short and simple.  It’s a game in that you are given a selection of options but, just as in real life, some times it doesn’t matter how many options you are given.  This really is more of an existential joke than a traditional game, with each choice leading to the inevitable punchline.  But it’s a joke that everyone can relate to.

Click here to play Get There On Time!

Game Review: Re-Election Campaign (2024, by Orange)


Re-Election Campaign is a Choose Your Own Adventure-style work of Interactive Fiction.  You are Jesse Jordan, the mayor of Cougar Valley, Washington.  You have been mayor for the last four years and you’re planning on being mayor for the next four and for a long time after that.

But first, can you win reelection?  Getting more votes than your friend Bob shouldn’t be a problem.  But what about Marie Eckles, the wealthy reform candidate who keeps highlighting what a terrible mayor you’ve been?  Do you do what you have to do to raise the money to out-advertise her?  Or do you just challenge her to a duel?  Or do you do something that is potentially even worse to secure your victory?

I don’t want to spoil the game but Re-Election Campaign has so many options and so many different outcomes that its one that you really do have to play over and over again to get the full story.  You can either play this quickly for fun (and I enjoyed seeing what would happen whenever I made an obviously bad decision) or you can do a deep dive and discover just how crazy things can get when politics and power are concerned.  I really enjoyed discovering a new aspect of the story every time that I played.  It takes more than a few run-throughs to really discover who Jesse Jordan really is.  Nothing is what it initially seems and I actually was taken by surprise when the truth was eventually revealed.  Well-written and frequently very funny, Re-Election Campaign is one of the best IF games that I’ve played in a while.

Click here to play Re-Election Campaign.

Horror Game Review: Weird Texts From An Unknown Number (2023, Mark Sample)


When you get a weird text from an unknown number saying that all of your secrets will soon be revealed, you assume that it is your brother Matt, pulling another stupid prank while traveling around Europe.

But what if it isn’t?

That’s the question at the heart of Weird Texts From An Unknown Number, a short but creepy Interactive Fiction game in which how you respond to the texts can lead to five completely different but equally disturbing endings.

This is a short game that can be played in under five minutes but, because each answer leads to an entirely different ending, it is also a game that can frequently be replayed.  I found myself replaying this well-written game several times because I not only wanted to see every ending but also just how bad things could get the for the main character.  The answer is very bad.  The lesson?  Some numbers are best left unknown.

Play Weird Texts From An Unknown Number.

Game Review: Sidetrack (2023, Andi C. Buchanan)


In Sidetrack, you are a teenager who walks the same route to school every day.  Every day, you walk past an abandoned subway station.  Today, though, you see that the station is suddenly open and you decide to explore.  From the first station, you can take the train to as many or as few locations as you want.  Each location has a different feel to it.  The first station that I visited featured people who were made of wood and I had to exchange my money for wooden coins.  Another station was full of friendly spiders while another had biting fish.  Exploring each station brings the chance of finding something that you can use to enhance the experience your experience at another station.  You can visit and re-visit all of the stations as much as you like but when you finally decide to return home, the experience is over.

Designed with Twine and featuring stations that were created by guest authors, Sidetrack is about as pure of an Interactive Fiction experience as you could hope to have.  It’s a story that lasts for as long as you want it to and that goes where you direct it to go.  Well-written and intriguing, this is not a game where you have to worry about getting stuck because you picked the wrong verb or you missed a step in solving an intricate puzzle.  This is a game that you experience like a surreal but unforgettable dream.  Take the journey and see how many stations you can explore.

Play Sidetrack.

Game Review: Amnesia (1986, Electronic Arts)


You wake up in a hotel room in New York City.  You have no idea how you got there.  You have no idea who you are.  And you have no clothes.

So starts Amnesia, the semi-legendary text adventure game from 1986.  Amnesia was Electronic Arts’s attempt to challenge Infocom’s domination of the text adventure genre.  To write the game, they brought in author Thomas M. Disch.  Disch came up with a twisty and complex story where each choice often led to unexpected tangents.  The game featured a detail recreation of Manhattan, one that you could experience only if you could figure out how to find some clothes and get out of the hotel without getting arrested.  Of course, even after finding something to wear, it’s probable the many players decided to go ahead and marry the mysterious woman who claimed to be the main character’s fiancée.  Those players found themselves suddenly whisked off to an Australian sheep farm, where they lived out their days happy but unsure of who they actually were.  For them, the game ended quickly but without many answers.  Others, however, braved the streets of a virtual Manhattan is search of their identity.

Who are you?  Throughout the game, there are clues but they’re not always easy to find.  There’s a large collection of eccentric and bizarre characters who can help you or hinder you.  You have to avoid the police who want to arrest you and the people who are trying to kill you.  Of course, even if you defeat those assassins, the game also features random encounters with people who will ask you for directions and who will shoot you if you give them the wrong answer.  This feature was actually something that EA added to the game to punish anyone who had borrowed the game disk from a friend.  The game originally came with code wheel that you could use to determine which streets intersected with each other.  If you bought the game, you would be able to give people the proper directions.  If you didn’t buy the game or, if you’re playing the game in 2023 at the Internet archive, you would end up making a random guess and hoping that it didn’t lead to you getting shot by a tourist.

(Fortunately, there’s an online version of the code wheel.)

Even if you die, the game doesn’t necessarily end.  You might find yourself waiting in Purgatory.  After a certain number of turns, Charon might approach and ask if you’ve figured out your name.  If you give him the right name, you can move on.  If you don’t know your name, Charon leaves with a promise that he’ll return in another thousand years.

Amnesia is a challenging game.  It’s also a frequently frustrating game.  Thomas M. Disch was an author and the game reads like a long and dense novel.  There are times when Disch seemed to forget that the point of Interactive Fiction is that the player is supposed to have complete control over their actions.  At the same time, Amnesia’s descriptions are so detailed and many of the events are so unexpected that this is a game that benefits from frequent replaying.  And the game itself is so difficult that when you actually manage to accomplish anything, whether it’s getting out of the hotel or finding a place to sleep or even giving someone the right directions, you feel as if you’re the greatest player alive.

Or at least you do until the next puzzle comes along.

Play Amnesia.

Game Review: Conflict (1990, Virgin Mastertronic International, Inc)


In 1997, after the Israeli Prime Minister is assassinated, you are appointed to take his place.  It is up to you to lead Israel and to keep it safe.  It won’t be easy because there are enemies all around.  Not only do you have to deal with America continually pressuring you to surrender the West Bank and not increase the size of your army but Egypt, Lebanon, Syria, and Jordan all border you and could be either strong allies or potential threats.  It all depends on the decision that you make.

Conflict is a political strategy simulator where the goal is to be the last country standing.  The only way to ensure that Israel is safe is to make sure that the governments around it either collapse or surrender.  That does not necessarily mean that you should go to war with these countries.  Though that is an option, it’s sometimes easier to covertly support an internal rebellion or to wait for those countries to go to war with each other.  Along with the countries bordering you, you also have to deal with Libya, Iran, and Iraq, three countries that can be manipulated to go to war with the rivals on your border.  If you do not want to go to war with bigger and more populated countries, it is sometimes best to just wait for those counties to collapse on their own.  Another solution is to develop a nuclear arsenal and use it on your enemies but that will not only earn you the enmity of the United States but there’s also a chance that it could cause the end of the world.

What makes Conflict so challenging is that each game is randomized.  Sometimes, you’ll start the game with none of your neighbors acting aggressively towards you.  Sometimes, Syria and Egypt will both be aggressively pursuing their own nuclear programs and sometimes, they won’t.  If you start the game with both Syria and Egypt threatening to invade you at the same time, you might as well give up and start over because there’s no way that you’re going to survive.  Just as in real life, so much of succeeding in Conflict depends on getting a few lucky breaks.

Along with the role of chance, another thing that stands out about Conflict is what a pain of the ass the United States can be.  If you do anything to defend your country, the U.S. will condemn you and possibly even declare an arms embargo on you.  (Again, a lot of it has to do with chance.)  If you call out an air strike on the nuclear installations in Egypt or Syria, the U.S. will get upset despite the fact that you really don’t really have any other option.  Losing the race to be the first to deploy nuclear weapons in Conflict usually means losing the game.  After I played the game a few times, I realized it was pointless to worry about how the U.S. felt about anything.  Instead, I had to do whatever I had to do in order to survive.

Conflict is a challenging game.  There is a way to win by declaring war on everyone but you can also win by being a peaceful neighbor and never attacking anyone.  Of course, both of those approaches can also lead to you being led away to be hanged by your enemies.  Conflict can be frustratingly difficult but that just makes it all the more rewarding when you do win.

Play Conflict at the Internet Archive.

Dracula vs. LBJ: Who Would Win?


For my final President Elect simulation of this year’s horrorthon, I decided to see what would happen if, in 1964, Dracula had been the Republican nominee against LBJ.  I had already discovered that Dracula would have easily defeated both Frankenstein’s Monster and Jimmy Carter in a presidential election.  Would he be able to do the same with LBJ?

In the real world, LBJ easily defeated the Republican nominee, Barry Goldwater.  LBJ benefitted from public sympathy for the Kennedy family and also from a brutally negative campaign that portrayed Goldwater as being a war monger.  Johnson won 61% of the popular vote and he carried 44 states (and DC).  Goldwater won only 38% of the popular vote and carried only 6 states (5 in the Deep South and his home state of Arizona).  At the time, Goldwater’s defeat was portrayed as being the end of the Republican Party.  Instead, Goldwater’s losing campaign set the foundations that would later lead to election of Ronald Reagan in the 80s.

How would Dracula have done against LBJ?  Would Dracula, with his superb speaking skills and his hypnotic magnetism, have been able to defeat LBJ despite the incumbent’s strengths?

According to President Elect, LBJ would have still won if Dracula had been the nominee but the election would have been much closer, as far as the popular vote was concerned.  During the simulation, Dracula was such a strong candidate that LBJ even debated him twice.  Dracula won both times but LBJ was still able to hold his own.  If LBJ had made a serious gaffe during the debate, the election would have turned out differently.  It was a risk but it was a risk that paid off for Johnson.

The first results of election night tells the story:

Though Johnson easily won the District of Columbia, the rest of the states were much closer.  Dracula did well in the South and in the west.  Johnson did well in the North and the Industrial Midwest.  It was Iowa that put him over the top.

In the end, Dracula carried 18 states while Johnson won the other 32 (and D.C.).

(In President Elect, the Republican states are colored blue while the Democratic states are red. It took me a while to get used to it too.)

Against Dracula, Johnson still scored an electoral landslide but the popular vote was much closer.

So, if you’re ever wondering which President could have defeated Dracula, the answer is Lyndon B. Johnson.

And Ronald Reagan.  But you already knew that.