Hot on the heels of today's press previews, IGN's posted a new gameplay video for upcoming PS5 RPG, Clair Obscur: Expedition 33.
This footage is taken from one of the game's boss battles, against a creature called Eveque, and it basically provides an overview of what you can expect from the combat system.
Those who have been keeping up with Clair Obscur will know that fights are turn-based, complete with stylish camera and menu transitions inspired by titles like Persona 5. However, developer Sandfall Interactive also wants combat to lean quite heavily on player interaction — and so a kind of hybrid system is born.

As you can tell from the video, battles are actually rather intense despite the turn-based fundamentals. You'll need to chain button presses together to unleash combos and deal maximum damage with your own attacks, while precisely-timed dodges and parries are necessary defensive techniques.
Several of the aforementioned previews suggest that Clair Obscur won't be an easy game, and that combat demands patience and accurate execution. It'll be interesting to see just how in-depth these action-heavy sequences become as the game progresses.
What do you make of Clair Obscur: Expedition 33's combat system? Pray you get your parry timing down in the comments section below.
Comments 8
It really looks fantastic. I hope it lives up to the hype.
This is the kind of modern turn-based action with real-time elements that would be perfect for the FF franchise to iterate on if they cared at all about their roots.
Looks like turn based bloodborne. It looks nice but I’ll need a more honest take on it than relying on IGN .
The combat and monster design certainly looks amazing. The camera movement is a bit jarring though. Cautiously optimistic with this one!
@kcarnes9051 I was just thinking the same thing. Where was this kind of combat in the FF VII Remakes? I enjoyed the games, but it always felt off to me.
Can't believe this is being made by only 30 people
Literally not interested in action... Was a gimmick with the likes of Legend of Dragoon and Shadow Hearts, I don't mind it but would much prefer it without the gimmick...
@FanCFeast I actually think that the Remake combat system does a decent job of splitting the difference between turn-base and live action. The live action component is largely automated by just holding down the attack button, but for meaningful battles you still have to navigate menus, and there is the Active Time Battle gauge filled by your attacks, which has it's DNA in older games. I'm mostly concerned with the direction that FF16 took going full action, doing away with basically all of the game elements that game before, no party members to switch between, an undercooked equipment system, and no elemental weaknesses. Little to no strategy, just unload your Eikons. Baldur's Gate has prove that even complex modern turn-based games can be highly successful if passion is put into the project.
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