Tag: Edge Magazine

  • Clair Obscur: Expedition 33 Devs Prioritize Passion Over Pressure

    Clair Obscur: Expedition 33 Devs Prioritize Passion Over Pressure

    Key Takeaways

    1. Significant Debut: “Clair Obscur: Expedition 33” by Sandfall Interactive received widespread acclaim for its storytelling, art style, combat, and characters, marking a standout debut in 2025.

    2. Pressure and Expectations: The success of the game has led to increased pressure from fans and critics, but the developers aim to stay true to their vision instead of solely meeting external expectations.

    3. Team Experience: The studio’s team has gained five additional years of experience since their first project, allowing them to take on larger and more ambitious game ideas.

    4. Creative Freedom: The developers prioritize their personal tastes and preferences in the creative process, believing this approach helps maintain the game’s essence and integrity.

    5. Avoiding Creative Pitfalls: The team is cautious of losing the core essence of their work by trying to please too many opinions, emphasizing the importance of trusting their instincts and vision.


    Clair Obscur: Expedition 33 emerged as one of the standout games of 2025. This first release from Sandfall Interactive left a significant mark in the gaming world, garnering numerous accolades at various events. The game received acclaim for its compelling storytelling, distinctive art style, strategic turn-based combat, and well-crafted characters. Its success as a debut was truly beyond what many had anticipated.

    Rising Expectations

    With such acclaim comes inevitable pressure. Fans naturally desire more, while critics tend to raise the bar even higher. For a new studio like Sandfall Interactive, it might be assumed that the team feels compelled to surpass its previous achievements or cater to what players want in their next offering. Nevertheless, the developers have made it clear that this will not dictate their future direction.

    Insights from the Team

    In a discussion with Edge Magazine (Issue 419), the studio’s chief operating officer and production director, Francois Meurisse, tackled this issue head-on. He indicated that while the team does experience some pressure from fans and critics, it is “not so important for us.”

    Meurisse further noted that the team is taking their time with the upcoming project and has exciting ideas to explore. He emphasized that they now have about five more years of experience compared to when they first began working on Expedition 33, enabling them to undertake larger projects.

    “We’ll have time to really focus on the next game. We have some fantastic ideas we’re so eager to explore, and we’re not starting from the same place. The team now has five more years of experience. So maybe we can create something amazing.”

    Creative Freedom

    Jennifer Svedberg-Yen, the studio’s lead writer, expressed a similar sentiment. She acknowledged that she tends to be a people pleaser and that the expectations of fans are often at the forefront of her mind. She understands that many players are deeply invested in what the studio will do next. Still, she believes that Sandfall Interactive has consistently allowed its personal preferences regarding “what we think is cool” to guide its creative process, and they intend to maintain that approach.

    “I’m a bit of a people pleaser, so it’s always in my mind that we have a lot of fans now, and they have certain expectations and feelings towards the game.” She added, “Creatively, we’ve always let our guiding principle be our personal taste in what we think is cool, what we enjoy, and what we want to see.”

    Moreover, she pointed out that she has witnessed many TV shows and books lose their essence as creators attempted to appease too many opinions simultaneously. This often results in the story’s heart being lost, something she aims to prevent.

    “I’ve seen too many TV shows and books get swayed by trying to please too many people, and in the end, you lose the core of what’s really there. So [we] feel like we must trust our instincts and continue to uphold the vision of the studio.”

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