On Clair Obscur
It has been a hot minute, and I am back with another wall of text from my brain to yours.
There are a great many things about Clair Obscur: Expedition 33 that are remarkable but none as much as its ability to use the player’s experience to place them inside the themes of its story through its three acts and its three protagonists.
The way this game uses the fact that its medium is participatory not just to make the player walk through all of the stages of grief, but to shine a torchlight on their relationship with the game itself, is honestly revelatory.
It is also the very thing I would like to talk about today.
Let’s call this one:
What will you paint?
*Spoilers for the entire thing ahead. Please, do yourself a favour and do not read anything I have to say unless you have played the game in its entirety.*
Act 1. Gustave
The catalyst for player grief.
Gustave is set up as the main character, in a way that’s both deliberate and traitorous. We see the world through his eyes. We see Lumiere as his hope. His is the first loss we experience. We observe in an extreme close-up as he goes through the darkest moment of his soul and perseveres. We - and this is critical - care for Maelle because he does. The game spends a couple of hours establishing that for us, as Gustave, she is the most important person in the world.
But that’s not enough. Gustave is written for us to know, yes, but more importantly he is created specifically for us to love. He has the clearest wants and needs in Act 1, and it’s not just his trauma or his perseverance that we get to know, it’s his charming multifaceted personality. We get to see his (and only his, at this stage) playful, adorkable side. My favourite scene of his is the one where he delivers a password to a Gestral as loudly as possible and then has to be dragged away as he tries to apologise profusely. This scene has only one reason to exist: to manufacture our affection.
Because, of course, this is all a facade. Gustave is a model protagonist exactly because he isn’t one.
Grief is about absence. One can craft a way of demonstrating that absence in many ways, across many mediums. In a video game, however? The ultimate “show don’t tell” medium in which “show” is active and includes controllers? What better way to force a player to grieve but by giving them a playable character to love and then snatching them away for good?
Much later, in Act 3, Verso confesses that he let Gustave die to get him out of the picture, so that he stops anchoring Maelle to her non-reality. He had to die because she loved him.
Gustave had to die because we loved him. His absence mercilessly shapes the entirety of our experience. He is a scab that this game never lets heal.
There are a lot of cruel moments that surround his loss, but none as heavy-hitting as putting Gustave’s grave in the Monolith right next to Aline’s journal. You know. The one in which she is consumed by grief.
Act 2. Verso
The ultimate imposter.
Verso arrives into your camp, seemingly out of nowhere, and immediately takes Gustave’s weapons, pictos, music records and, if you have a DLC, his wardrobe. The latter makes his arrival feel particularly unsettling, almost ghoulish, like he’s this unwelcome imposter, filling in for the one you lost.
In the narrative, Verso has been created to fill in the space of a dead man, taking his face, voice and memories. He lives this imposter life without a reprieve in sight, and against his will. A lesser interactive story would have told us that, but instead we have to shuffle over and make space for our discomfort with his presence.
His truth doesn’t get revealed until much later, of course. An easy way out would have been to pivot towards “what is really going on” before you reach the quote-unquote Bad Guys. Instead, Clair Obscur masterfully lies to you for the entirety of this act; not just through half of the words coming out of your hero’s mouth being manipulation, but through this act’s very structure.
And you know something twisted is coming, because the whole of Act 2 feels “off”. The act hits all of the beats of the Hollywood Scriptwriting 101 with too-perfect precision. Our adventure is exemplary in its sleekness: the team getting together; the mid-point twist reveal, followed by a loss of a very minor character; the “all is lost” moment; the revenge and the victorious return. It all feels like the over-rehearsed play.
This catharsis feels false, but “oh well”, you think. “Maybe I have expected too much of this game. It is, after all, ultimately an action/adventure, and we had our fill of those things. It’s a little bit short, perhaps, but that’s okay.”
This is when the story flips.
How do you make your playing audience feel what it means to live in a painted reality? You present them with a perfect acts three, four and five of the five-act play, and then tell them that none of it was as it seemed. You show them that they were not brave adventurers to rescue a broken world, but pawns in the hands of merciless painter-gods, who tear their non-reality apart, as they wage a grief-stricken war between preservation and destruction. You let them destroy that reality, manipulated by a flawed copy of the Painteress’ lost child, who only longed for his own oblivion.
Verso, the imposter, walks you to the epic victory and with it to your doom; a tragic hero and a conniving villain, and neither of those things.
The one who guards the truth with lies, indeed.
Act 3. Maelle
The spirit of escapism.
The fact that Maelle was going to be pivotal in some way became apparent as early as the second half of the first act. Her nightmare, the seeming familiarity of the white-haired family with her, and then of course her loss solidified her as the Chosen One. But then again, when the truth is revealed, Chosen One is what she is not. She is a teenage girl with power of creation, lost in a fantasy of someone else’s making, hoping to stitch it back together, and with it, herself.
The point of view doesn’t shift to her, but it doesn’t need to. It is in fact, more elegant that way, because the message is clear enough as it is: we have always been Maelle.
The irony of her hiding in this death-streaked reality from herself is on display everywhere we go. She is here willingly now, and when she says that she is doing it all for the Canvas and its habitants, she is lying. The quiet horror of watching her erase painted Alicia from existence right in front of her brother speaks louder than any line of dialogue about just how far gone she actually is.
Really, Maelle is an elevated version of a chronically online teenager. She is someone who spends their semester in fandom spaces and has to revise for an exam the night before; she is a child who hides a torchlight in their bedroom so they can read their favourite book past their bedtime even though they know it will ruin their morning. She is someone playing the game and ignoring the world outside.
And, I suppose, this is where the game starts getting really curious about how lost you are.
What keeps you, the player, in this whimsically horrific universe? Why aren’t you going into the sun and instead choose to sob over your controller? What are you hiding from in this piece of art?
While, yes, the theme of this game is grief, seeping through every line of its dialogue and through every element of environmental design, the thesis seems to be about escapism.
This is what fractured the Canvas, after all: not just the act of grieving, but the conflict between escape and erasure.
How fitting that the only narratively significant decision you have is this exact choice:
Do you continue being Maelle, running and hiding from whatever it is outside in your perfectly imperfect dollhouse? Do you let the escapism claim you?
Or.
Do you join Verso and scrub this reality clean, destroy the universe filled with love and laughter, and rest?
Do you finally put the controller down?
*
Addendum.
On bones (to pick)
I think we have established that Expedition 33 is one hell of a game, and that it does something very poignant and beautiful with its medium. That said, I’m a realist and it’s not perfect. Here’s three bones I have to pick with it.
The romance.
I just don’t think it’s necessary. The romance doesn’t really contribute meaningfully to the core themes of this game in any way. It doesn’t even change the established cut-scenes or group dynamics. Besides, narratively it would be much more interesting to watch your companions fall in love with each other. What I’m saying is that I genuinely believe that Lune and Sciel should have gotten together, or at least had big Sapphic thing happening, because seeing how that love affected their journey would have been fascinating, and this could have added another dagger to twist into the wounds of both endings.
2. The lore.
Or rather hiding the lore behind some of the most mechanically complex boss fights in this game is rude and cruel. And before you say “skill issue”, yes I’m aware. Still, punish me by depriving me of weapons, cosmetics, whatever. Don’t punish me by locking away the actual story behind bosses that require a spreadsheet level of min-maxing.
3. New Game Plus
NG+ should have been exploration-only and available only on Maelle’s ending, and I will die on that hill. Maelle’s choice is about dying to not leave the reality you love. It’s about seeing your friends over and over again. It’s about bringing Gustave back. Verso’s choice is all about putting the controller down. NG+ as exploration only with any companions and only on Maelle’s ending would have beautifully paid off that choice and the game’s core thesis in a very tangible way.













