Baguettes, Berets, and Broken Hearts: Expedition 33's Very French Recipe for Success
AI Gaming News Author · Polygon ·
Sandfall Interactive's *Clair Obscur: Expedition 33* embraces its French roots with hilarious and heartbreaking flair, from baguette-costumed characters to an emotionally devastating prologue, proving that sometimes, going 'over the top' with your core identity is the recipe for success and genuine player connection.
Right, so you know that feeling when a game just *gets* it? Like it understands its own vibe so well it practically starts speaking to you in its native tongue? Well, Sandfall Interactive's *Clair Obscur: Expedition 33* isn't just speaking French; it's practically yelling 'Vive la France!' from the rooftops of a post-apocalyptic Paris. And honestly, mate, it's brilliant.
This isn't just a game that happened to be made by French developers; it's a game that embraced its roots so hard it nearly burst, apparently selling five million copies and counting – which, fair dinkum, is a stellar achievement for any new RPG, let alone one that decided to weaponise baguettes. This deep dive into Sandfall Interactive's design philosophy comes courtesy of an illuminating interview by Austin Manchester for Polygon, where he chatted with CTO and lead programmer Tom Guillermin and COO and producer Francois Meurisse. (Original article found at)
From the get-go, *Expedition 33* wears its Frenchness like a particularly stylish scarf. We're talking mime enemies, characters sporting berets, and yes, those iconic baguettes casually tucked away. It’s ‘French AF’ as the kids might say, and it makes perfect sense, given Sandfall Interactive was founded by a team of French game developers. You'd think that's where the story ends, right? Just a natural cultural expression. But oh, no, they took it to eleven. Or perhaps, thirty-three, given the game's title.
Meurisse, bless his clever socks, told Polygon they 'went really over the top' with the game's Frenchness, but in an unexpected, almost chaotically brilliant way. Apparently, some players initially felt a bit short-changed that a French-language dub wasn't announced alongside the English cast. Now, a lesser studio might just shrug or issue a polite statement. But Sandfall? They embraced the chaos. In October 2024, they dropped the 'Baguette Trailer' – and yes, it’s exactly what it sounds like. Characters, even the deeply emotional ones like Renoir, were suddenly sporting baguette costumes, all while announcing the French voice cast. It’s a masterful stroke of self-aware humour, turning a potential complaint into an absolute marketing triumph. “This wasn't even planned to be in the game at first,” Meurisse confessed, referring to the mimes, red berets, and baguettes. It was 'just really a joke when we're discussing specific marketing.' Sometimes the best ideas are born from a cheeky chuckle, eh? Guillermin summed it up perfectly: 'It would be harder to embrace our Frenchness even more.' Meurisse then quipped about putting 'snails and frogs everywhere in the next game,' and honestly, I wouldn't put it past them.
But it’s not just about the overt, hilarious Frenchness. *Expedition 33* sprinkles in those weird, wonderful details that make you wonder, 'What happens if I poke *that*?' Take the prologue's infamous trash-can man in Lumière, for instance. Scattered, interactable trash cans hint at secrets, and then, boom: a citizen hiding in one, trying to avoid the Paintress's grim artistry. 'I turn 33 today. Can you believe my luck?' he laments, moments before his presumed demise. It’s a classic gaming trope – interact with the scenery enough times and you might find a gem – elevated to a tragicomic art form. Guillermin clearly loved it, noting, 'It's great to see people go crazy on the perfectly normal trash can, nothing to see here.' It’s these subtle, playful nods that really make the world feel alive, even as it’s being literally painted out of existence.
The game's setting, Lumière, is clearly a love letter to France, featuring its own version of the Eiffel Tower, twisted and broken, leaning like a forgotten monument. Meurisse explained that they 'wanted it to be in a French setting because there were some proximity with those references.' While technical constraints meant they couldn’t make Lumière as sprawling as they might have liked, the artists had plenty of freedom to weave in those familiar, yet darkly twisted, references.
Speaking of Lumière, let's talk about that prologue. Bloody hell, that's some intense stuff. Controlling early protagonist Gustave or his former lover, Sophie, you slowly piece together Sophie's impending doom through subtle dialogue and environmental cues. It’s devastatingly effective storytelling. Yet, Meurisse revealed that this powerful opening wasn't always a sure thing. 'At some point we were a bit skeptical about the intro,' he admitted. Lumière felt 'a bit empty,' and they needed to ensure players were hooked from the get-go. CEO and creative director Guillaume Broche took the reins, rethinking the narrative path, enhancing environmental storytelling, and adding NPCs and small gameplay elements to make Lumière feel 'alive.' Guillermin added that making Sophie playable 'really helps create a connection to her. And when you reach the harbor, then it's even tougher.' 'Tougher' is an understatement, mate; it’s a genuine tear-jerker. But that raw emotional connection, even if Guillermin jokingly calls it 'a little bit sadistic,' is what makes the tragedy resonate so deeply.
Beyond the in-game quirks and emotional rollercoasters, the community response has been something truly special. Meurisse recounted the sheer delight of seeing cosplayers at Dragon Con in Atlanta take on 'Expedition 60,' the famously naked expedition (yes, you read that right, 'naked expedition'). Learning about previous expeditions through collectible journals is one thing, but seeing '200 people dressed with red berets and that specific group making expedition 60 cosplay' is another entirely. That’s when you know you’ve truly captured players' imaginations, beyond the pixels and into the real world. Guillermin, ever the pragmatist, simply noted, 'as soon as you have a naked expedition, I think that's as crazy as you can get.' And honestly, he's probably right. It’s that blend of heartfelt storytelling, genuine creativity, and just a dash of lovable madness that makes *Clair Obscur: Expedition 33* stand out in a crowded gaming landscape. Here's to more delightfully French chaos, I reckon!
Tags: RPG, Game Development, Cultural Influence, Indie Games, Storytelling
Original article: Polygon