I know the Oblivion Remaster also wants to be played, but dear people who in the first pictures ofAlready “thought that looks cool” and now prefers to take the warmed up in 2006, I throw from my meticulously guided book of the cool people!
The fact that the test for the incredibly snappy Clair Obscur is not complete today is because I only played for 16 hours and therefore have not yet seen the end. The school and daycare holidays of my boys on the one hand and on the other on the other a spontaneous invitation to Hideo Kojima to Tokyo- more about this on May 8th- unfortunately, prevented the test for Clair obscur on time. Now I'm sitting here, seven hours of freaking out after the longest day of the day since the birth of my second child, and hit the buttons as I find this game so far.
Two words: just great!
Above all, I want you to know that you know all the positive voices that you will hear about this exciting and beautiful European counter-design of a JRPG these days are right: this non-looking, round-based role-playing game is simply damn good. So far one of the best games that I was able to enjoy this year. Therefore, at this point, in the absence of a finished test, my call not to push Clair Obscur onto the long bench. The game now belongs in the drive, not on the stack.
This is what, apart from a few teething troubles and an introduction, which was irritated, exposure and tutorial to squeeze into the actually deeply sad opening, basically almost everything. Above all, however, the way familiar elements are mixed up is almost masterful and makes expedition 33 to more than the sum of its parts. We have the extravagance of a final fantasy and the systemic playfulness of a good tactical title, paired with the contagious desire for a challenge as you know it from the souls games. Above all, however, Clair Obscur is just like her to convince that too many modern games drop your time today.
As a result, Sandfall first work is an incredibly good pace and is taking care of making every fight entertaining and not sending you crisscross through world history. Here it is primarily forward, quite linear, but with a little exploration on the left and right of the path. I don't know if it is true, but the developers are targeting 25 hours for this genre. Nevertheless, they create an epic that is appropriate to a game in which a younger vintage of people is killed by a magical being every year, until soon only children - and also the island lumiere, which has not been long - also exist in the loose.
"For those who come after us!"
Every year, an expedition of the next consecrated is moving out to succumb to the painter, as the responsible creature calls herself. You can even see the giant being on the horizon, how difficult it can be? Hardier than expected, obviously, because the first 67 expeditions are extremely well equipped disappeared without a trace. So now you are on. You shouldn't really reveal any more. The characters are not too speaking, but charismatic and the story beats some hard hooks and even if it stays very nebulous and a bit esoteric for a long time, I am still very interested in finding out what it is actually all about with the painter - and other forces on the continent to which you open.
Particularly noteworthy is the struggle that from you wants you to get to know the timing of the attacks of your opponents and react accordingly. Diviating is easier than parrying, some strokes you also have to skip and generally pull hits sensitive hit items from the lifeline. As a result, the fights remain dynamic and do not run out endlessly. Above all, however, it feels fantastic to parry a group attack perfectly and his team then collected to see the fight with a devastating attack. The timing for counterattacks are not too meticulous, Clair obscur does not want perfection from you, but a big degree of mindfulness. It is not a podcast side game.
Above all, it is cool that every character, so to speak, brings with it its own combat system. Robert-Pattinson's snack Gustave generates loads with hits, which he collects and unloads in a super when the time is ripe. Depending on the attack, his pull sister Maelle changes her combat posture, from which every other buffs works, and Lune generates so-called spots- based on the light and color topic that dominates the world of Clair Obscur- that in combination with certain skills from the skills are different effects. Sciel has predicted an kind of tarot whip and predicted enemies through certain actions, which in turn consumes with certain skills.
JRPGs are back. Just come from Europe now!
That sounds much fiddly than it is in practice. But the system enables beautiful specializations while climbing the skill stones so much. It is fun to deal with it and the combat animations and matching camera settings are just great. Which makes the most important thing right. Oh, but what is less fun is to read the detailed skills descriptions in the fight from the display of a Steam Deck. The game runs with me with feasible 30 fps, but the font is difficult for me to decipher, the skills a little too complex to "get them out of my head".
What else before the jet lag for the early (LOL!) Bed rest? Visually, Clair Obscur is a dream. Both the (almost irritically good-looking) characters as well as opponent and environment design are beautiful. The many, varied areas that are visited are a feast for the eyes in terms of mood and illumination - the opulently arranged and often sung tracks are a pleasure!
So again: to play the Oblivion again without your eyes leaking out, sounds like a good idea. Is it too. Definitely does that. In the current industry climate, however, it is an even better thought to support a small, as ambitious and talented team from Europe, which has created one of the most gripping role -playing games in recent years. At the narrow price of 39.99 euros. Clair Obscur combines classic JRPG feeling with modern action sensitivity in a way that dupes many established size. Say!