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Sandfall Developers Reveal Clair Obscur: Expedition 33 Design

by Rachel Kim – Technology Editor

Sandfall Studio Details Iterative Design ⁢of Challenging Combat ‌in Clair Obscur: Expedition 33

Montreal, QC – sandfall Studio, teh four-programmer team behind the⁢ critically acclaimed action RPG Clair ⁢Obscur: Expedition ⁣33, revealed insights into the‍ game’s ‍demanding combat system and the iterative design process that brought it ⁢to life. originally envisioned⁢ with only ‌dodging mechanics, the now-signature parry and‌ counterattack ‍systems emerged⁤ later in‌ development, driven by creative vision and player feedback.Game designer Michel Nohra explained that parrying wasn’t present in the initial build. “I don’t⁤ think it exists in the‌ first version because there is‍ only dodging,not ⁢even parrying,” he stated. However, creator Guillaume Broche had already conceived of the feature, leading to its eventual implementation despite the technical challenges. The ⁤counterattack system developed⁤ concurrently.

The team found the game truly​ coalesced once the parry system was functional. “The first counterattack⁤ you did, yes, that’s great. it hits,” a developer noted, highlighting the impact of⁤ this‍ core mechanic.

Expedition 33‘s parry window is intentionally tight,requiring players to internalize ‌timing. To aid players, sound designer Raphaël Joffres focused on providing clear audio cues. “We‌ really ​tried to keep it as unpunished as possible.So we⁤ did ​work on audio. So sound ⁤design can ⁢help the performer stop,” Joffres said. A subtle audio hint was⁣ integrated throughout the game ⁣to signal the optimal moment for parrying or ⁤dodging.

Sandfall Studio actively monitored player reactions post-launch, notably on ‍platforms like youtube,⁤ where players began dissecting the audio cues. This feedback directly influenced a game update​ allowing players⁣ to adjust⁤ audio settings, boosting the volume of sound effects during combat​ for increased clarity. ⁢ “We saw some videos on YouTube where players explained, ‘Well, that’s how you have to stop, that’s ⁤how you have ‌to listen to sound design’. We even updated⁢ the⁤ audio settings in the ⁤game. So you ‍can set up a louder SFX in​ battle then in exploration,” they reported.

Despite a team of ‌only four programmers supporting a 30-person project, ‍Sandfall Studio fostered a positive​ development environment, evidenced by playful internal practices like sharing “cool GIFs dancing with enemies and female‌ painters…”

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