Clair Obscur: Expedition 33

Kirun

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Elden Ring and E33 are both strongest where the other's weakest which makes it more about what you want from a game. I'd go Elden Ring purely for replayability and amount of hours you can get out of it, but wouldn't think anyone's crazy for liking E33 more.

Also surprised at people thinking it fell apart in the 3rd act. Verso's conversation with the little boy is one of the biggest gut punches in any story ever, and the side content adds so much depth to everything else
For me, it really comes down to how E:33 handles side content and, more broadly, its sense of pacing. I don't even think the side content itself is the core problem. It's how and when it's presented. If more of it had been paced out gradually, I'd probably feel very differently. Instead, the game goes from having very little optional material to suddenly dumping everything, everywhere, all at once on the player. That kind of whiplash completely killed my sense of flow.

It also creates a weird difficulty inversion. By the time you reach A3, the "final" stretch of the game feels like a joke compared to a lot of the optional encounters you've already done. The main path loses any sense of escalation or payoff (gameplay wise) because you've already faced harder, more mechanically demanding content on the side. When your climax feels easier than your detours, something is fundamentally off.

And that's really the heart of it for me: pacing. That's why, to me, Elden Ring is the better game overall. Its pacing is almost untouchable. The way it spaces out challenge, discovery, optional content, and narrative beats feels deliberate in a way almost no game before or since has managed. You're never flooded, never starved, and never yanked out of the experience by a sudden content avalanche. The difficulty curve largely respects the player's progression, and the world unfolds at a pace that keeps curiosity, tension, and mastery in balance.

Plenty of games since have tried to emulate pieces of what Elden Ring does, but none of them have matched how cleanly it controls its rhythm. Pacing-wise, it absolutely shits all over everything that's come after it and honestly, maybe anything that's ever tried to play in that space at all.
 
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slippery

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As someone who doesn't really like the dodge parry type shit in most games, it felt pretty well done in E33 and I ended up enjoying it.

Having beat Simon without cheesing it with that one shot ability, probably one of the harder things I've done in gaming in a long time.
 

Noodleface

A Mod Real Quick
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Elden Ring and E33 are both strongest where the other's weakest which makes it more about what you want from a game. I'd go Elden Ring purely for replayability and amount of hours you can get out of it, but wouldn't think anyone's crazy for liking E33 more.

Also surprised at people thinking it fell apart in the 3rd act. Verso's conversation with the little boy is one of the biggest gut punches in any story ever, and the side content adds so much depth to everything else
I think you kind of inadvertently nailed it on the head why people think it fell apart. Act 3 is pretty poor if you remove the side content.
 

Gravel

Mr. Poopybutthole
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Act 3 can barely even be called an entire act when you're just talking the story portion. I think it takes at best 2 hours to complete. It's just a strange decision overall. They probably would've done better to make some of that optional content required during act 3 somehow, and thrown the rest in during act 2.
 

Hateyou

Not Great, Not Terrible
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I kind of liked that it was short because I get burned out on games sometimes and just want them to end. That wasn’t the case with this though. I think they should’ve made the character side quests required at least. It still would’ve been extremely short, but maybe twice as long as it currently is.
 
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velk

Blackwing Lair Raider
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Act 3 can barely even be called an entire act when you're just talking the story portion. I think it takes at best 2 hours to complete. It's just a strange decision overall. They probably would've done better to make some of that optional content required during act 3 somehow, and thrown the rest in during act 2.

Yeah, I think that's a place where the story constraints collided with gameplay design and the gameplay design lost.

Most of act3 is what would normally be post-game content, but having it continue on to that after the ending would make no sense at all.