Clair Obscur: Expedition 33 immediately caught my eye when it was first showcased during an Xbox Preview show. It had the “look” of your typical action adventure AAA game. But then they showed off combat and it was turn-based. I have been meaning to get my hands on it ever since.
Active turn-based combat
The developers weren’t shy in sharing that they took a lot of inspiration from the JRPGs from the 90s to the early 2000s. Another obvious inspirations are the Persona and Shin Megami Tensei games from Atlus.
I have poured significant hours into Persona 5 and a few more to Metaphor ReFantazio. While Clair Obscur: Expedition 33’s general layout resembles those games a lot, it’s not a blatant copy. The game adds a few wrinkles unique to it adding depth and tension to the combat.
The wrinkles are parry and dodge mechanics that can turn the tide of battle in an instant. Parrying lets you counter. So, instead of taking damage, you deal damage on the opponent’s turn. But not everything can be parried, thus, the dodge option.
But I’m getting ahead of myself. Let me walk you through a combat encounter.
Combat Walkthrough
The Demo begins with what I suppose is an abridged cutscene of a major incident that takes the player to the first area where there are plenty of possible combat encounters.
You enter combat once you encounter enemies during exploration. If you manage to strike the enemy in exploration using the R1/Right Button, you will enter combat with a First Strike advantage. But if the enemy gets the jump on you, they gain the turn advantage.
That’s pretty par for the course in modern turn-based combat. What I was surprised by was when I thought the enemy hadn’t spotted me so I leisurely walked up to a loot first. When I turned around the enemy was right there waiting to pounce. It was a near-jumpscare.
Once you enter combat, you’ll immediately see the Persona-like layout for the commands. I might be mentioning Persona a lot because Persona 5 is the game I spent the most hours on with a similar layout.
Like in Persona, your characters can fire guns without it costing a turn. Plenty of enemies have weaknesses that can be exploited with a gunshot. Others are entirely weak to them and can be taken out just by shooting.
Once you Attack, use a Skill, or use an Item, that’s when a character consumes a turn. Some attacks build towards a stronger Skill effect. And some skills won’t be available to you unless you’ve built up enough levels by attacking.
Like in RPGs, there are also elemental affinities that you have to consider. They are pretty standard too if you’re familiar with them. So far, I encountered Fire, Ice, Thunder/Lightning, and Wind.
But what keeps things exciting and the tension high are the abilities to Parry and Dodge.
Impeccable timing required
Parry and Dodge aren’t new combat mechanics. But it’s rare to see them implemented in a turn-based style of combat.
As mentioned earlier, Parrying an attack lets you counter which deals massive damage to your opponent. In this section of the demo, the attacks are actually telegraphed. You’re given a prompt on the enemy’s attack speed: slow, normal, quick. But even with these prompts, it’s not always easy to get the timing down. However, that might just be a skill issue on my part.
Dodge requires the same level of skill and timing. Some attacks cannot be parried so you’re better off trying to evade than taking a hit.
I vaguely remember a tutorial note on which attacks should be parried and which one should be dodged but the actual detail escapes me. From experience though, I was not able to parry magic attacks. But physical ones that will hit your entire party can be parried. That means your entire party will also retaliate for an even bigger damage towards your enemy.
Some attacks also offer the opportunity to add more damage with QTE or Quick Time Event moments. I cannot emphasize ‘quick’ here more. You have to carefully time button presses to deal heavier damage. It’s another way that the game keeps turn-based combat even more active.
It’s such an engaging combat experience and I can’t wait to experience more of it once we do our review.
Skill trees, weapons, exploration, and more
Like many RPGS of its ilk, Expedition 33 has more than its fair share of progression trees. There’s the usual Skill Tree for each character. Each character is their own archetype. Main man Gustave, voiced by DareDevil’s Charlie Cox, is your swordsman, damage dealing MC. Lune, who looks absolutely stunning, is your mage and more.
Check out the rest of the characters:
Outside of the skill tree, there’s also the ability stats. It’s not too complicated here. You have a stat that affects attack power, how fast the character earns a turn, defense, how much health they have, and their critical hit rate.
You gain skill and ability points after every combat encounter.
The menu screen doesn’t look too busy but because of its presentation and style, it might feel like so. It can be a lot to take in at first. I think it could have been designed better but maybe that’s just because of the limited playtime of the demo.
This is not an open world. It’s a pretty linear path with little branching areas here and there for items and weapons you can pick up. The world itself is pretty lush and is a sight to behold. But outside of the scenery, there’s not much going on, at least in the areas available in the demo.
Clair Obscur: Expedition 33
As for what the story of Clair Obcur: Expedition 33 is about, I’ll just put here what’s been shared in some marketing materials so far.
Here’s the game’s brief synopsis:
Once a year, the Paintress wakes and paints upon her monolith. Paints her cursed number. And everyone of that age turns to smoke and fades away. Year by year, that number ticks down and more are erased. With only one year left to live, join Gustave, Maelle, and their fellow Expeditioners as they embark upon a desperate quest to break the Paintress’ cycle of death. Follow the trail of previous expeditions and discover their fate. Get to know the members of Expedition 33 as they learn to work together against impossible odds.
Clair Obscur: Expedition 33 will be playable on the PlayStation 5, Xbox Series X|S (available day one with Xbox Game Pass), and PC via Steam. The release date is on April 24, 2025.
Gaming
Call of Duty drops the PlayStation 4 starting with its next game
Is this the beginning of the end for the PlayStation 4?
When can we declare that a console is officially dead? Is it as soon as the launch of the next generation? Is it when games no longer come out on the console? Recently, Call of Duty has confirmed that the next game will not be available anymore on the PlayStation 4, which presents an important question: Is the PlayStation 4 officially dead?
Call of Duty is one of the most persistent gaming franchises today. The last entry, Black Ops 7, is still available for the PlayStation 4 and the Xbox One. Both consoles were launched over twelve years ago. (If that doesn’t make you old, the current generation was launched almost six years ago.)
As such, the franchise is one of the last stalwarts keeping the past generation alive. This week, Call of Duty, via a post on X, confirmed that the next game will not arrive on the PlayStation 4. Presumably, this also means the Xbox One.
Not sure where this one started, but it’s not true. The next Call of Duty is not being developed for PS4.
— Call of Duty (@CallofDuty) May 4, 2026
Currently, we don’t have details about the upcoming game yet. But a new entry is confirmed to arrive later this year.
With the departure of the Call of Duty franchise, it’s fair to ask what will become of the old generation moving forward. Over the years, developers have started shying away from the PlayStation 4 and the Xbox One. Since the franchise still maintains a steady fan base today, a lot of PlayStation 4 users might be forced to make an upgrade to play the latest entry.
SEE ALSO: PC Game Pass gets cheaper, but Call of Duty delays are coming
Gaming
Stranger Than Heaven is a Yakuza prequel with Snoop Dogg
The story spans different eras and regions across half a century in Japan.
In my review of Yakuza Kiwami 3, I groaned about how every new entry in the Yakuza and Like a Dragon franchise — original and remake — looked identical with each other. I ended that playthrough hoping desperately for a new era. Thankfully, those hopes did not fall on deaf ears. In its first trailer, the upcoming Stranger Than Heaven showed off an interesting reimagining of the Yakuza universe. Oh, and Snoop Dogg is in it.
First announced back in late 2024 as Project Century, Stranger Than Heaven has now confirmed itself as a prequel to the prequel to the Yakuza games. It didn’t start that way, though. When it was announced, there was hope that the then-untitled game featured a new story disconnected from Yakuza. It looks like the final game is making the best of both worlds.
Stranger Than Heaven chronicles the rise of the infamous Tojo Clan. Unless this is decidedly different from the Tojo Clan in the Yakuza series, this is the clearest sign that this is, in fact, a prequel.
Makoto Daito, a Japanese boy living in Chicago, escapes America to forge a new life in Japan. Along the way, he meets Orpheus, a smuggler played by Snoop Dogg, who drags Makoto into the criminal underworld. Eventually, Makoto decides to do things his own way by creating a new crime family called the Tojo Clan.
Unlike other games in the series, Stranger Than Heaven spans different eras and regions in Japan, starting with Fukuoka in 1915 and ending with Kamurocho in 1965. It will also have different fighting mechanics by mapping the left and right bumpers/triggers to left and right attacks.
Off the bat, Stranger Than Heaven looks like a new era for the series. It launches winter this year for all major platforms.
SEE ALSO: Now Playing: Yakuza Kiwami 3 & Dark Ties
Star Wars: Galactic Racer is set to launch on October 6, 2026, bringing a new high-speed twist to the Star Wars universe. The game is published by Secret Mode and developed by Fuse Games. It arrives on PS5, Xbox Series X|S, and PC with support for up to 12 players.
Pre-orders are now open across Standard, Deluxe, and Collector’s Editions. Pricing starts at $59.99 for the Standard Edition, with both digital and physical versions available depending on platform.
A different kind of Star Wars story
Set in the lawless Outer Rim, the game introduces the Galactic League—an unsanctioned racing circuit where skill matters more than destiny. You play as a mysterious pilot named Shade, navigating a single-player campaign built on rivalries, alliances, and unfinished business.
There’s no Force or prophecy here. Instead, the focus is on build strategy and racing mastery. Players can customize three types of repulsorcraft and even take on classic podracers, blending familiar Star Wars elements with a more competitive, arcade-style edge.
Multiplayer supports online races where players can test their builds and driving skills against others.
Pre-order bonuses and editions
All pre-orders include a bonus livery usable across vehicles, with platform-specific colors, plus a Player Banner background for multiplayer.
The Deluxe Edition adds three extra vehicles, exclusive Arcade events, a livery pack, and cosmetic upgrades like new player banners and insignias. It also includes a digital art book featuring early designs of characters, locations, and vehicles.
Collector’s Edition for dedicated pilots
For collectors, the physical Collector’s Edition bundles a model of the Kor Sarun: Darc X landspeeder, themed patches, a printed art book, and a steel case housed in premium packaging. It also includes all Deluxe Edition digital content.
Star Wars: Galactic Racer launches on October 6, 2026, for PS5, Xbox Series X|S, and PC, with pre-orders now available.
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